Levels
Overview PARANOIA is a 3-act game where every phase affects the next. New players will feel the authentic horror of realising this, while returning players can employ a level of strategy in knowing and working around it – this way READ MORE
Audio
PARANOIA is voiceless and musicless, as both sounds are sources of comfort. Instead, audio should come from ambience and audial clues, which should play an enormous part in both unsettling the player and keying them in to the environment. If READ MORE
Mechanics
Core Mechanics The core mechanics of PARANOIA should be simple and intuitive through all phases. The actions in phase 1 and 3 should also remain consistant. Difficulty: PARANOIA will have traditional difficulty levels, such as Easy, Normal, and Hard. These READ MORE
Narrative
PREMISE: In PARANOIA, players take control of a faceless avatar trapped inside a panopticon tower. In order to be free, you must escape. Game Narrative PARANOIA’s story is linear, with 1 defined ending, which is driven by player exploration, environmental READ MORE
Gameplay
PARANOIA is a first-person perspective stealth 3D game designed to make the player feel as paranoid as possible, a feeling that is reinforced through play. The gameplay itself is split into three phases: Ascend, Deter, and Escape. FIRST PHASE GAMEPLAY READ MORE

Week 9!!
“The focus is not to make the game easy, but rather to make it so the player is able to easily experience the game. The game could be really hard, but it should be easy to figure out how to READ MORE

Week 8!
For Week 8 we were to pitch our ideas and get feedback using the slides created in Reading Week. Unfortunately I was sick on the Monday and couldn’t come in, but determined to get feedback I turned my slides into READ MORE

READING WEEK
I’m planning to use Reading Week to catch up my posts (as I had them broadly finished but not yet posted; I still had to clean up some paragraphs and find good images for them) and actual reading (which I 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