BOO!

COURSE project | Game Design | SOLO PROJECT

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Prologue
DATE
April - June 2024
Type
Course Project
Personal Project
Role
Game Designer
Game Developer
Deliverables
Prototype
Tools
Unity
Envato Elements
Sketchbook Pro
Adobe Photoshop
Born from a black-and-white doodle theme, this creation immerses players in a tactile experience, where every interaction is steeped in the embrace of darkness.
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In the dead of night, a teenager finds himself ensnared in the embrace of a cult's hideout. Awakening to a chilling reality with an AK-47 and a flickering flashlight nestled in his backpack. He do not have a clue, nor did he have any memory of how he was brought here. Yet, he knew he must confront the shadows that loom around him, battling through the darkness to reach freedom.
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Chapter I: IDEATION
In the beginning, I delved into the fundamentals of game development. I unraveled the essence of play, explored the core elements that breathe life into video games, and learned to wield Unity as my tool to conjure virtual worlds.

My newfound skills was my pen to write my way through the final project for the Game Design Studio Course at POSTECH.

In crafting this project, my aim was to evoke the fear of the unknown lurking in the dark. Also, to empowering players to tamed their fear, ready to confront whatever horrors may arise.
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The shadows of my greatest inspirations loom over this project: Rainbow Six Siege and Bullet Echo. Learning from their essence, I resolved to forge a top-down shooter, where destructible environments weave a tapestry of chaos and strategy.
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Chapter II: Initiation
Constrained by the ticking clock of this project, simplicity is my best friend, and Sketchbook Pro and Photoshop is my weapon.

With Envato Element, I crafted an immersive sound design, a crucial element to heighten the tension and drawing players deeper into the chilling embrace of the unknown.
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I forged my first prototype, seeking the insight of my peers as the game's aesthetic and atmosphere began to crystallize, taking on a haunting form that hinted at the darkness within.

Yet, shadows loomed over this demo, revealing its flaws. Unfriendly UI, where the Shoot and Interact buttons eluded easy access. A horror game need its enemy, and the absence of enemy AI, has left the darkness eerily vacant.
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Chapter III: Return
Taking the first review to heart, I set about refining the prototype, introducing simple enemy AI and an auto-fire mode to elevate the experience.

This enhanced version would later serve as a beacon, drawing external feedback from the shadows.
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Chapter IV: upgrade
Boo! New UIĀ Elements
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