Unreal 5
IMPORTANT
My contribution to this product is the Level Design. With secondary, minor visual scripting and art.
I was in a team of 4 members that did the Environment Art, Textures, Visual Scripting, UI.
About
Escape Dagger Tower
This was made in the theme of Sharp Balance, at the Athena Game Jam. Length of time was for a week.
I worked with a team and I lead the team to develop an escape room co-op game.
This page will show the gameplay and development of the game.
The Escape Dagger Tower, is having players solve puzzles in separate rooms with a window between them, to pass items with each other. This was inspired by We Were Here game series, by separating the players to have one half of the puzzle each to solve.
The goal for the player was to escape, by weighing crystals that are rewarded to them for solving a puzzle or unlocking containers. Each crystal is weighted differently, meaning players need to transfer crystal between each other to get each other's scale equal.
We won best art direction.
The Product
With making an escape room, I needed to make two rooms identical but with separate interactable scripts for the players. But I had no assets yet so I created the layout of the room and set possible puzzle locations.
I then focused on the art block out, what the room is and what it'll contain, and how lighting should react to it. With referencing and taking inspiration of the mood board, I set the scene to be a aged castle, this needed the lighting to be dark, as castle interiors are naturally dark. With having candles and fire, I added the atmosphere to have a subtle mist that engulfs the room, and it synergise with the orange flame lighting, giving of a warm atmosphere. To avoid sharp dark shadows due, I added extra ambience lighting, to not remove shadows but to add that lighting bounce to make it natural.
I also added pillars, skirting board and a stone architecture at the ceiling to wall, to avoid the room looking like a box and needs additional structure to support the room giving it depth between walls and floor.
Gameplay Video
Mood board
Concept
This is the concept image of what we originally thought the room layout would be.
But the player rooms are now next to each other, as the window needed rooms to be closer to transfer items between them.
ScreenShots
Here are more screenshots of the development,