For this level, I wanted to experiment with atmosphere and simple mechanics one would find in a narrative driven game, such as Gone Home. This level utilized assets I found through packs that would allow me to build the exterior area of a haunted ma
 At play, the player will start on this mossy cobblestone road that directs them forward. Players may stray from this path if they so choose, I even placed roadblocks in the way so they would be required to veer off the golden path. This wooded area
 The road leads to a gate that’s been creaked open with some brick and cobble assets I placed at their feet for believability. I also use this space to work with landscape painting, and transitioning textures. Notice how areas less in the light and n
 The next area is this bridge that connects to the manor proper. I implemented fog particle effects and steam that radiates from the water to create an ominous tone.
 THe bridge leads to a courtyard with a branching path. One leads the player to the manor doors, while the other two are currently sealed.
 As the player approaches the front door, they’ll notice it’s locked but can interact with this note that tells them they must ignite two sigils before they can enter. As they close the message, a loud creak can be heard, and the two previously locke
 The player is then free to explore either door, and for demonstration we’ll start with the garden. At first glance, it’s clear it hasn’t been tended to in some time. The fountain itself is sinking into the decayed earth.
 Just past the gate is a shrine with a charging stone. It was an area frequently used for rituals by the kin who lived here.
 And here we have our first sigil. To activate it, players must ascend the stairs for the platform and click on the sconce. The way this functions is a basic raycast that happens as the player clicks to see if it lines up with the object.
 Just to the right of the sigil and the garden statues is this area that appears as though it was dug through from the outside. It would seem that at some point, this manor had an uninvited guest or two. A hole like this doesn’t look like it was inte
 Either way, with that first sigil lit let’s explore that cemetery.
 On our first left, it would appear that this place isn’t so abandoned after all. A lit fire keeps the air warm just outside this gravewatcher’s hut. Nobody seems to be home, though.
 Moving forward we can see there’s been a mass exhumation and disturbance to the clan’s cemetery. The perpetrators must’ve been searching for someone, or something. I achieved this zone with the landscape tool, sculpting the ground downward and using
 It seems no grave leading to the mausoleum had been spared. But the building itself still appears intact.
 The way to the next sigil is a top this staircase which can only be accessed from the left of the mausoleum. That said, I like to reward players for exploring their route options a little so on the right beneath the staircase is some loot waiting fo
 And here we have that second sigil. Once ignited, the sound of a bell chime resonates throughout the level, and the front door to the manor opens. For efficiency, this path leads us back to the courtyard.
 THe player now has access to the interior of the mansion, which reveals a dense void of fog, and a single torch. The level fades to white and ends.
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