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Hunted

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High Concept

You arrive at night in an abandoned military camp, and as you walk throughout the environment, find out what happened that made it this way.

This project represents the first level of a two level project (still in development) in which I wanted to tell a story only using the environment and the atmosphere.

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  • Created first prototype using Unity primitives & custom low poly models made in Maya.

  • Established story beats and pacing by creating zones the player would travel to.

  • Each zone has clues for the player to piece out the overall story.

  • Emphasized the "horror" atmosphere by using post-processing effects and focusing on lighting.

  • Playtested, iterated, and polished the first level.

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Roadblocks & Challenges

It was difficult at first transitioning from a first prototype to a polished level, as I needed to replace almost every asset I previously made. Since I wanted the project to have a horror atmosphere, I thought it best to have a realistic environment to draw the player into the world, which is why I've used assets from the Unity marketplace as well as sounds from sound libraries (and all of these assets can be found credited in the credits menu).

In my first playable prototype, the feedback I got for the ending of the level was negative. Most players and mentioned that the ending felt abrupt and unrewarding, so I found it a big challenge to improve that, which is one of the reasons I wanted to do two levels for that project.

Another challenge was scope, as it almost always is. After the first prototype I wanted to expand the project to two levels, but that proved too much, and I thought it best to focus on only the first level for now before moving on to the next one.

What I learned & Achieved

One of my goals was to tell a story using only the environment, and even though it was challenging, I learned a lot of good lessons for environmental storytelling, how to place clues for the player to find and piece together in a step by step way the overarching story of a place, not just what it is, but what happened, what changed this place.

This foray into learning about environmental storytelling also helped me create an effective atmosphere which helps to emphasize the emotions I wanted the player to feel.

I also learned some more technical skills. I never used post-processing and rarely touched lighting before this project, but I found myself using, and enjoying greatly post-processing effects in Unity.

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Play the game now!

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