Deconstruction
Objects and paths in the environment are constructed to help the players clearly establish short,mid and long term goals.
Exaggerated "light and shadow" play is used to create environmental variety for the players and keep they visual attention engaged.
Objects and composition are used to provide narrative context and eventually lead players to "epiphanies"
Objects and paths in the environment are constructed to help the players clearly establish short,mid and long term goals.
Deconstruction is a surreal First Person Platformer with a heavy focus on exploration and environmental storytelling.
It explores how to create "ethically powerful" experiences by helping players undestand the meaning of their actions in the game world.
The game uses visual design,prop placement, as well as the spatial structure of a level itself to tell create a player driven narrative. As the player explores, the environment starts revealing its secrets and provoking the player to explore even further.
Several systems that randomize the placement of assets based on player behavior help create a more organic "surreal" experience.
Deconstruction is heavily influenced by Mirror's Edge and Silent Hill 2 - two titles I consider crucial when it comes to understanding environmental storytelling, level design and visual identity.
Responsibilities:
-Entire production pipeline
- Gameplay and Interaction Design
- Level Design
- 3D Modeling and Environmental Design
Tools Used:
Unity 4.3; Autodesk 3DSMax 2012; Playmaker; Adobe Photoshop, InDesign CS 5 ; Google Sketchup;