I'm performing level design for a sound designer as part of his final year project at university to create audio for a short survival horror video game sequence.
The environment itself is an abandoned underground bunker, one in which the protagonist finds themselves mysteriously entombed.
The gameplay will be minimalistic in nature, largely consisting of solving puzzles and eluding monsters.
So far two of four planned areas have been created, including simple puzzles implemented using flowgraphs.
Sound design and recording for the game's audio will commence very soon.
[ame="http://www.youtube.com/watch?v=FpoWk3GAhGc"]Project inertia - early demonstration - YouTube[/ame]
The environment encompasses a number of assets from the SDK, however the project is not to be commercially released.
Some of the objects I have created myself for the environment, more of these will be constructed and included further into the development process.
Development Blog:
http://projectinertiagame.blogspot.co.uk/
We are currently seeking a 3d modeller to create a monster character model for the game.
All details can be found here:
http://www.polycount.com/forum/showthread.php?t=108357
Replies
The only thing I have to say critique wise so far is that there are a lot of doors you went to because you knew where they were. As a first time player because the areas are so dark I probably would never think to check those doors, or I would check them last for sure(Since as human beings our eyes are naturally attracted to the brightest areas). Try to use lighting to lead the player around a bit better.
Thanks for the honest feedback. I can see your point, however the primary reason I attempted to open those doors was purely to demonstrate and test that the text prompts function correctly.
As you suggested I will ensure that the lighting provides some subtle visual cue as to where the player should be directed.
Thank you for commenting.
http://www.polycount.com/forum/showthread.php?t=108357
Here are some fresh development images of the environment's third area. As always, feedback and constructive criticism is welcome.
Thanks to everyone who's commented so far!
http://projectinertiagame.blogspot.co.uk/2012/11/environment-development-part-three.html
Work has already begun on the next part of the environment.
The sound designer Ty has also received his new recording gear, so sound will be making it's way in very soon; hopefully appearing in a new video for you in the near future.