Details:
Position: Animator / Designer
Platform: Windows
Accomplishments: Audience Choice Award – Salt Lake Global Game Jam 2014
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Responsibilities:
- • Animated and modeled multiple low-poly characters including the title character with first-person actions in mind
- • Designed core gameplay mechanics and features
This prototype was created during Global Game Jam 2014, based on the theme “We don’t see things as they are, we see things as we are.” We chose to interpret this literally and created a body horror game where the player is trapped in a house made up of bodies that are intended to represent the player’s self. The floors and walls are images of their face while furniture and other props are made of posed bodies. The player must escape, but their own bodies stand in the way. Using a voodoo doll as controller, the player must change the position of the bodies in order to traverse the house to find the exit. All bodies in the level move at the same time, so during each play through the bodies end in different positions, which can generate new experiences. During playtesting, this has created several moments of emergent gameplay, where players have engaged with the doll to intentionally position the bodies in certain ways or find themselves surprised (or spooked) by the body position they have created. There is no direct combat and no outside threat, merely the presence of the player and the surrounding copies that must be moved out of the way.