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Roles: Game designer, Feature Designer, Level Designer.


Time: 9 weeks


Team Size: 9 artists, 4  game programmer, 3 Game designers,4 sound designers


Genre: Third-person,Local multiplayer,PvPvE

 

Software: Unity for PS4

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Year:2021
 

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Enter the scary mansion of  "Fear & Mischief" take part in a cruel ritual when only one player will escape alive!.

You need the others kids' souls to escape, and the only way to obtain them is to help the Monster in his chase for flesh. 

The game
The Game

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The game focus on 4 kids that play the "bottle game", a ritual that summons a Horrified version of one of their greatest fear.

So now a crazy nun is summoned, and she will hunt down the kids no matter what!

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My Roles

In this project, I was responsible for Level Design and  Feature Design, and various other minor designer tasks.

I mainly acted as lead designer/programmer when needed cause of COVID-19  and various health problems of various group members.

Outside the school hours, I arranged and directed the "making of " video available previously on this page.

So my main tasks were:

  • Creating a 2D version of the Game Map

  • Blockout Version of The 3D Map

  • Playtest and Feedback

  • Group Managment

  • Design of Accessory Systems

Level design
Level Design

In the process of the level design, I first tried to communicate with the artist about the type of structure we wanted, then  I started gathering map blueprint references to try to build a 2D top perspective.

 

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After different attempts, we reached the first version of the map, called PAURA.

This version has an emphasis on a semicircular structure on the center with a double route, that allows easy movement between map sections.

The main tactic of the level is that there is an increasing amount of chest on the left of the Map, where the spaces are in fact, tighter.

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Then we proceeded to build it on 3D on blender/unity with different environment scales.

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System design
Feature Design
Skillcheck

The skillcheck system is greatly inspired by" Dead by daylight "function with the same name.

When a player is caught by the monster a circle will appear on the screen, inside this circle, there will be a rotating bottle displaying a button prompt,if pushed the bottle will stop it´s movement.

If stopped in the  right zone there will be a successful escape from the monster grasp, else will result in a death.

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Roomlocking

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After a specific amount of time, some randoms rooms will warn the player about "locking up" with a very bright shader around the section.

When the shader stop to blink the rooms will effectively "lock-up" by creating doors at its entrances and whoever remains inside this section is eliminated.(these doors cannot be open)

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The roomlocking will continue until 2 of the 3 main sections are locked, then the rooms will unlock when one player will die. The process continues until there is only one player alive, at that point is pointless to have a roomlocking because the only hazard is the monster, and you as a player need more space as possible.

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Conclusion
Conclusion

Other than my responsibility I spaced to help any part of my team to finalize the product in the shape that looks right now.

This project was a challenge of organization and game-vision, and after this, I feel really improved!

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