A shot at the detail I tried to incorporate into making each desk unique without building too many individual assets.
A key shot looking down the main playable corridor where the key objective water pump can be seen,
The starting corridor that the player sees when loading up the Alpha, designed to feel slightly off and totally empty.
The dispatch room where the player must solve a puzzle to determine the correct radio frequencies to use.
Around the corner something ominous can be seen,
The investigations room is the most densely packed room in the alpha and is also where a lot of the action and puzzle solving takes place.
If players investigate items in the environment, they can attempt to piece together what happened in the storyline.
An interview gone badly, players can attempt to solve the mystery of the body and broken window.
Another angle at the interview rooms.
The secondary OFFICERS ONLY corridor that unfortunately didn't make it into the current build but is nearly ready.
Alice; the player character enters the station for the first time.
A close up that can be achieved with the camera controls of the new design for Alice which I will showcase in a separate project.
A simple blueprint that would play a sound cue or 'Alice's comment' when inspecting items in the world.
A more complex blueprint that would fire off sound cues for different states of a locked door as well as check if the player has obtained the key.
The blueprint designed to allow players to view key items in the world presented much in the same style as the classic Silent Hill games.
A view of the different components that make up the gameplay inside the investigations room.
Another unfinished area that would see players entering the changing rooms to solve the mystery of a parking job gone wrong.
A game component view of the starting corridor.
This is a look at the alpha to my personal indie survival-horror game that has been in development since roughly September 2016, featuring a story I first conceived back in 2012. The current build features 4-5 playable rooms of a police station which acts as a vertical slice of gameplay that I will shortly release in an open alpha after more internal testing and optimising.
I have featured an element from this game in my 'Corridor' project but have since greatly expanded on the game level adding at least 5 new playable rooms and areas. Using a combination of strict asset management and simple blueprints, I focused on trying to produce an unnerving atmosphere just from the visuals and at all times, keep the player on edge whilst introducing a logical, entwining mystery for them to solve in terms of narrative.
All assets were built and created by me from scratch including any character animation which was motion-captured with Kinect from a close friend who also provided Alice's voice.