SPOOKWAVE

Team Size: 2

Role: Game Designer | 3D Artist

Dev Time: 1month 2 weeks
Published: July 19, 2020

 

OVERVIEW

Spookwave is a single player, first person narrative game where you play as an unnamed employee of an online media company called 'SpookWave' that specializes in horror content.
The game was made for the 'Two-Minute Horror' jam by Infinite Noodle on itch.io where the only rule is to create a horror game that lasts no longer than two minutes.

PRODUCTION

With full control over 'SpookWave's' art direction  I was responsible for how the game would look and feel from the ground up. My duties included:

  • Environmental layouts

  • 3D model sheets

  • Modeling and texturing

  • Rigging

  • Animations

  • Lighting

Every asset and feature I wanted to include was openly discussed with my partner to ensure I wasn't over-scoping or stretching myself too thin.

GAMEPLAY

A business specializing in supernatural investigations falling victim to their own agenda is a trope that's universally understood. The challenge was how to deliver that story while also giving the characters depth and personality under the two minute restriction. So, we got creative; It never explicitly stated that all play-throughs of the game had to take two minutes to complete- just that the game itself can be finished under that time frame. This resulted in designing the game to only allow players to progress if they talked to every co-worker- A 30 second task at most.Players were uninterested in speeding through the game were free to explore and interact with a variety of objects that provided them with additional dialogue. Rewarding them with a small window into the daily lives of the staff members working in the office.

VISUAL DEVELOPMENT

The 'chibi' style was picked because of it's efficiency for asset creation and for how uncommon it is for horror games to feature an adorable cast of characters. While this meant that I couldn't rely on character design to scare the player, it opened up the opportunity to build tension through lighting, environmental design, and dialogue. For post processing I wanted the game to look as if it were plucked right out of an obscure PS1 games archive.The 'PSX Effects' filter and the 'Flatkit Shader' provided the most comprehensive, user friendly tools to achieve this effect. Additionally the dithering function within the PSX filter was instrumental in making the player feel uncomfortable in the space they were navigating.