Problem Statement

How many chracters does the game have?
How do they look?
How do they act?
Is there a specific setting the player finds himself?
How does the world look?
How do you translate your ideas into a videogame?
What details had to be left out?

Idea and Concept

„5-Stages of Grief“ – model by Elisabeth Kübler-Ross as the base concept of the game. Every level represents one of the 5 Stages. The gamegenre is a loose combination between „walking simulator“ and „hack & slay“. The setting represents the victorian age combined with steampunk elements.
Various memories of the protagonist tell the story of his family. There are different objects scattered around his parent’s house, some of which trigger a memory, while inspecting. Inside those flashbacks you have to fight against various monsters originating from the protagonists corrupted psyche.

Implementation

The game begins inside his parent’s home, therefore we design a layout plan of the house with Sweet Home 3D.  Meanwhile other team members worked out the character designs. Those were sketched and then transformed into 3D model via Blender 2.8. Furthermore, we had to create joints and bone structures in order for them to move properly. In addition, we drew a storyboard to visualize the course of the game. The prototype was developed in Unreal engine 4. Thereby different changes had to be combined by all team members inside the main project using Git.  Additionally we designed textures and the interface with Adobe Photoshop and Adobe Illustrator. Like it is the nature of such a project, we had to organize and document all tasks and meetings, which we did use Redmine. Lastly we used Discord to discuss certain problems and to talk about all kinds of changes.

Module

Bachelor Software- and Multimediaproject

Duration

04/2019 – 04/2020

Team Member/s

Joel Konteletzidis
Niklas Fülling
Joel Lagerwall
Adrian Janesik
Marvin Baumann
Niklaas Schweißhelm
Michelle Lehmann