Game Level Designer
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And I Must Scream

And I Must Scream

Role - Level Designer/Art Producer

Published on Steam

  • White-box the levels to visualize how the narrative should be expressed with the concept of 5 stages of griefs

  • Collaborate with artists to come up with modular asset rule-sets and game art direction

  • Co-design the AI system (Enemies and Boss) with engineers

  • Set-dress the environment with art assets created by our artists and create all lighting in Unreal Engine

  • Create backlog to ensure all of the art members’ tasks are up to date using Jira and Excel

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And I Must Scream is an action horror game that is also a commentary over accepting trauma and grief The game is a figment of imagination of a young boy who has lost his mother. He sees the real world differently. He perceives things differently. The game has two core mechanics; push and channel. Push is representation of pushing feelings and trauma away, while channel is a representation of accepting those feelings, so as to find the truth. The player goes through this world using these two abilities to find the truth. The game runs on a 3minute time loop. So every time the timer ends the player restarts, but their progress on channeled objects is saved. This 3 minute timer represents the 3 minutes before he lost his mother. The story is exposed in a form of poetry, channeling objects gives rise to these poetic pieces. Our goal is to make an emotionally charging game that sends out of message on acceptance of feelings, even the most difficult ones.

                                      

Company - Stitched Mouth Studios

Team Size - 9                                                  

 

 

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