Method Of Loci
Project overview
Project Aftermath: Release on Icth.io
Conveying the Nightmare setting
I enhanced the Nightmare setting by customizing the camera's field of view to change when the player looks up. This, along with a focus on verticality, creates a cohesive atmosphere. Additionally, I fine-tuned camera and character elements to ensure an immersive player experience.
Showcase of a balanced and customized camera and character elements for an immersive player experience.
Research into camera ratios in narrative-driven games.
Conveying the Story: Game Missions, Scripted events and Dialogue
I created a captivating one-page script to convey the game's vision. Using Richard's Lemarchand's template from "A Playful Production Process," I transformed it into a detailed Excel chart for macro design. This chart guided the development of gameplay beats and essential details. I then used it to script events and dialogues in separate Excel sheets. Managing dialogue direction with voice actors and integrating it through the QADE plugin was my next step. Additionally, I implemented scripted events using QADE and applied custom blueprinting with timelines to bring objects to life.
Game mission implementation in the engine using the QADE plugin. Consists of thought through trigger boxes, mission names, mission requirements, dialogue start points, and cutscene start points.
Game dialogue implementation in the engine using the QADE plugin. It consists of pre-written dialogues, pre-recorded audio, trigger boxes, accessibility settings.
Conveying the Story: Interectables and Shrines
Throughout the project, I curated essential content to tell the story for Explorer-type players. Leveraging Interactables and Shrines, I organized and visualized the list on Miro. Subsequently, I conducted tests in my GYM level to ensure effective implementation.
Interectables serve the purposes of hinting at the backstory and linking to reality.
Shrines serve the purpose of hinting at the origin of setting - nightmare, moral and rewards for exploration.
Conveying the Story: Presentation and Release
I created a captivating game demo presentation by writing a compelling script and practicing with my team to perfect my delivery. This enhanced my presentation skills significantly.
Me presenting our game in BUAS Chapel.
We wanted to make a game about a boy who has a fear of water...But it didn't happen.
Instead, this boy told us a story by showing us his dream.
Dreams make good stories; they're messages from the deep.
And now he will share it with you as well, but be careful; dreams can be interpreted differently depending on what's on your mind. Because thoughts are the shadows of our feelings—always darker, emptier, and simpler.
Unreal Engine 5:
- Material
- Material Instances
- Post Processing
- Custom depth
- Actor Components
- Data Tables
- Data Structs
- QADE plugin
Tools
- Camera
- Editor Utility Widgets
- Blueprints and Components
- Data tables
- Levels
- Marketplace assets
- Plugins
Other:
- Word
- Excel
- PowerPoint
- Microsoft Teams
- Miro
- Perforce
- OBS and YouTube
Responsibilities
- Research
- Prototyping
- Development
- Implementation
- Optimisation
- Time tracking
- Testing
- Iteration
- Documentation
- Polishing
- Showcase
- Sharing in communities
- Publishing