Here you can see a quick little animation that is meant to invoke fear to the player. These little scary suprises help us increase the tension of the section.
Here I rotate the camera with the corner to make sure that the player always notice the prey they are hunting. This quick glimpse of the prey invokes curiosity and makes you want to run after it.
Here you can see we also rotate the camera go into the direction of where the prey runs to. All of this makes the experience more streamlined and cinematic.
Well, that's it for the moment! Here are some pictures of what the sections actually look like from the top.
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In this section we set the core idea of the game. What does the player experience, and what are the game pillars? It summarizes the core experience of the player, by using Game Pillars that the game is based around.
The Level Overview showcases all the parts of our Demo Level. It breaks it up in different sections with each a specific goal. We also note down the Collectibles the player can find in the level, and the location of those.