Week 2


Week 2: Corrupted Vision


Cian: Our first movement prototype received positive feedback from playtesters, with people saying they enjoyed the fixed camera angles and PS1 aesthetic. There were some concerns surrounding the tank controls but these were resolved after continued play. This positive feedback led to us continuing use this method of movement for our next prototype.

For this week, I explored the theme of Corrupted Vision by prototyping a level for our as of yet untitled horror game. It is not unusual for horror games to take place in houses, so I wanted to explore the concept of a "corrupted house" by making use of strange geometry and ominous soundscapes. I was partially inspired by the infamous novel "House of Leaves" for this part, so I wanted to implement strange hallways and passages that don't make sense in a typical house environment.

I wasn't able to incorporate too much in this vein into the prototype this week as I spent much of my time simply creating the standard house itself, along with implementing an animated character. However, what little corruption I did implement seems promising and I hope to get more feedback on this through playtests.


Matthew: For this week, I decided to play around with environments, I tried to see how I could corrupt places that are usually safe and welcoming. At first, I started with a school but then decided to import and use an asset pack to build a bright city. I tweaked the lightning and added fog to give it a sinister atmosphere, similar to silent hill. The low poly models along with the retro shader I added also helped up the creepiness factor.

I also added an enemy AI that patrols the area and follows the player when they are in sight. I still need to work on this as there is currently no way for it to actually harm the player. Hopefully the feedback helps improve my vision.

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