Technologies Used:
Unity, C#, Blender, Adobe Audition, Adobe Photoshop
Don't Turn Off is the result of a groupwork module in second year. I worked with a small team to create a game in Unity. The module developed my artistic and programming skills, but also helped with project management. I was the group leader, and my tasks involved tracking progress, running scrum meetings and setting weekly tasks. On top of this, I also created many assets used within the game and helped with programming. All of the UI elements (clipboard, battery indicator, title screen) were created by me. I also created the lifeform models, which include a fern, arrow and fungi platforms, as well as the hanging vines. The cave itself, flashlight and player models, and cave decoration models were NOT created by me. The final game is a cave exploration game where the player must use a flashlight to interact with and explore the environment and defend from enemies.
The development process began by looking at inspiration for potential features to use within our own game. In our case, the limited battery mechanic in the Five Nights at Freddy's series inspired the flashlight and subsequently the dark, ominous environment that it is used in. The Amnesia series is another influence, as they build tense atmospheres by limiting light sources and forcing the player to be careful. With our basic themes and ideas, we could begin to map out the game progression and narrative we wanted to portray. The next few months were spent designing and iterating assets for use within the game, such as the player and enemy models, environment layouts and decorations, and UI overlays. Development began a bit later, starting with basic features that didn't require any assets, such as level fog and player movement system. Weekly scrum meetings allowed for us to update each other on our progress and understand what needed to be done next to stay on schedule.
The creature clipboard automatically logs lifeforms that the player discovers (left).
Gameplay screenshot, the player is shining a flashlight on a lifeform which has lit up an arrow to point the way (right).
The main gameplay is cave exploration. The player finds themself within a cave with a flashlight and someone using a walkie talkie to explain a bit more about what is happening. We chose to provide information this way so that it feels more natural and part of the game itself, helping to maintain immersion. While being careful to preserve battery life, the player can explore the cave, defeating enemies and discovering lifeforms that respond to the light. These form the main obstacles and puzzles in the game, as many lifeforms blocks exits or may point the player in the right direction when triggered.