Storyline
The Narrative I wanted to construct a narrative that the player would slowly piece together as they ascended the tower. The player begins emerging from a strange solution tank in a labratory, and with limited information must find out what READ MORE

3D Assets
To expand my 3D skills in Blender and further demonstrate the atmosphere, I decided to take a stab at 3D modelling the Control Panel. Using Blender I 3D modelled a CRT TV and added a static and RGB material to READ MORE

Control Panel
This is the finished concept art of the monitor room. I wanted the room to feel overwhelming and busy, with certain wires even obscuring some of the screens. During real gameplay, you should be able to pan almost 360 degrees, READ MORE

Concept Art – Protagonist
I was inspired by cyberwear to construct an outfit that looked like overalls without being a basic prison jumpsuit. The headpiece was going to initially be more complicated, but I simplified the design for better visual appeal. Below, the turnaround READ MORE
Mapping
For mapping I wanted a rounded, cylindrical look to both represent a tower and make the payer feel as though they are “spiralling”. Each tower level has some uniqueness to it to make progression more interesting. KEY: Level 0 – READ MORE

UI Design
Originally I wanted to use 100% diagetic UI, however after some research decided this would ultimately hinder the experience. The health statistic will be meta, with bloodstains and brainfog appearing on the player camera. The inventory, loading, and menu bars READ MORE

Moodboard
I took inspiration from spaceship designs on pinterest to show how I wanted my world to look. As you can see, I wanted the environment not to be technology-sleek, because that would make the hiding and stealth part too hard. READ MORE

Moodboard
The character I want to design is the antagonist – the Watcher of the panopticon who scrutinises every move, that the player will eventually kill. I had 3 principle ideas for this: a standard prison wardon, a TV-headed demon, and READ MORE

Game Pillars + Game Loop
Game Pillars are the foundational concepts of a game, of which all of its features should circle back to. Smaller projects should have 3-4 pillars, whereas larger ones are more likely to have around 6 – this keeps the team’s READ MORE
Essential Experience
I am making a stealth-survival horror akin to Metal Gear Solid and Five Nights at Freddy’s, and therefore the game has to have a high risk and high reward to simulate the correct player response, as well as a threatening READ MORE