The Short (Long) Lobby and the Zig-Zag Corridor
(Work in Progress)
SIDENOTE: Zone L (The Long Lobby) on the diagram has been re-designated as the Short Lobby to more accurately reflect its characteristics.
The Short (Long) Lobby and the Zig-Zag Corridor
(Work in Progress)
SIDENOTE: Zone L (The Long Lobby) on the diagram has been re-designated as the Short Lobby to more accurately reflect its characteristics.
The T-Junction Hallway; the main shop floor for the Centre's Fourth floor.
(Please forgive a current lack of roof)
The Security Office; The Player's safe base.
'Night Security' Progress
So far, I have built almost half of the Map for 'Night Security'. Ideally, the full game would have all floors to flesh out the game and expand the possibilities. However, for this proof-of-concept project, I intend to only have the one level. This is to be the top floor which will have the Security Office; the safe base for the Player and the floor with the least dynamic, more psychological scares.
Over the past few days I have been working on an Essay on how familiar architecture can be used to make Horror games scary, however, in the past two days I have started to bring the 'Night Security' game to life with Unreal Engine 5.
To make this jump from two dimensional to three dimensional game space, I used the map below:
Of this map, I have modelled the sections A and B, the Security Room and the Long T-Junction respectively, as seen below on this Bubble Map:
Below you will find a selection of images I have taken of the areas I have modelled:
An overhead view of the space I have modelled in UE5.
An image of the Security Room's interior
In researching Level Design, I learnt the importance of creating Bubble Diagrams to map out the outlines of each space that is to be included in the level as a whole. I learnt about Bubble Diagrams from: https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-designing-video-game-levels--cms-25662.
Below is my first attempt at a Bubble Diagram.
A fair bit of research I have conducted has been recorded in analogue form through pen and paper over the course of several weeks. Sadly, I didn't have the foresight to date my research, so it is all one big collection in my notebook. In this post I will share the research that I feel is most relevant.
Tropes to also be aware of: The Featureless Protagonist, Purely Aesthetic Gender, Audience Surrogate.
Mechanics:
Run, Toggle Flashlight On/Off, Recharge Flashlight, Trip Mechanic for Prolonged Running, Interact with Items, Interact with Environment, Switch between Security Camera Feeds, Put Away Torch, Collect 'Lore' Artefacts, Pin 'Lore' Artefacts to Security Room Wall, Pass-out from Antagonist Attack,
Exposition of Protagonist's vested interest in working at the Shopping Centre from a text message sent prior to the Game's start; This also shows that the phone is out of signal range and therefore explains why the Protagonist is cut off from any outside help and any hope of rescue from their predicament until they are relieved of their shift the next morning.
Creating Horror in Games (Not Official Title):
(Original Source Misplaced)
Katie Nelson and James (no surname given) - Blueprint Games
Their game: Relapse
'Pleasant Hotel': Update 5 The following is a complete breakdown of the work that has gone into the 'Pleasant Hotel' projec...