Alexandre Séguin

The Obscura Experiment

(proof-of-concept version)

First version of the bachelor’s degree’s final project

The Obscura Experiment is a project realized as part of the bachelor's degree in video game creation at UQAT. This page presents the game's first iteration (proof-of-concept).


¤ Time: 7 weeks

¤ Team of 20+ people (game studio's simulation)

¤ Engine: Unreal Engine 5

¤ Roles: Level/Narrative design

TABLE OF CONTENT

1. My tasks

2. Results

3. Paper design and blocking

4. Narrative and quest design

5. Tutorial

6. More information + credits

Proof-of-concept gameplay

My tasks

- Paper design (L0)

Present the initial map's intentions as PowerPoints to the artists and designers, then draw level sketches on Photoshop/Clip Studio Paint.


- Blocking (L1)

Create the level and greyboxing on Unreal with modular props.


- Writing level narrative beats

Based on the game design intentions.


- Communication with leads, creative director and level artists.

Share my first design intentions and modifications to the team.

Results

Claustrophobic level built with modular props

¤ The level create a sense of doubt and imprisonment, especially given the minimal width of the corridors.


¤ The level's symmetrical layout creates a sense of alienation and stress, but was modified due to the disorientation encountered by some of the players (creating frustration).

Strategy and agency for the player

¤ The level contains several different paths that allow players to plan multiple strategies with the help of the tablet and the power system.


¤ Some rooms have specific layouts where the main character can "run" in circles with the creature without getting caught or breaking the flow.

Strategic object placement

¤ Certain objects (generators, for example) are placed in a way that the player can use them to lure the creature away from them.


¤ The computers (main objectives) are placed where the cameras can see them, helping players to find them.

Paper design and blocking

Paper design

¤ The game is set in a science-fiction universe, so spaceship with elements of symmetry and octagonal shapes.


¤ Each room has at least two different exits to avoid creating dead ends (can create frustration).


¤ One major design problem: the map is too symmetrical, so it created a lot of confusion + many rooms were reused (e.g., storage). The new map is no longer symmetrical.

Blocking

¤ Blocking made with modular props created by one of the team's environment artists, which helped my workflow enormously.


¤ Use of blueprints (with modifiable parameters) made by our programmers to create walls and floors.

Narrative and quest design

¤ Horror game, so need to create a rollercoaster of emotions and levels of tension.


¤ Writing a flowchart that summarizes the level's actions/quest for programmers and designers to place dialogue triggers.


¤ Lack of scripted events like jumpscares, so more were added in the final version of the game.

Tutorial

¤ Responsible for writing and pacing the tutorial. It is the biggest challenge for me, as our game has a lot of systems.


¤ The tutorial takes place in the same layout, but is separated into the "safe" phase and the "danger" phase. Players had to rely on dialogues to complete objectives, so tutorial has been revamped in the final version of the game.

More information

Credits

My wonderful team - for all the assets created, coded and more!


Special thanks:


Guillaume Roux-Girard

Hugo Montembeault

Théo Boisvert