I did a lot of Game Design, but I was also the project manager and tech art.
We were a team of 19.
I had to make sure the whole team was aware of what’s going on and what’s changing for their deliverables, following the Agile method.
I had my hands in several different aspects of the project.
I worked with Wwise (import, export, mix, etc.) and created Blueprints for events, sounds and interactions. I imported and edited the sounds in Sequencer for the animation noises.
The mechanics I designed were to support the narrative established by Level Design and Game Design during our 3 months pre-production.
I was in charge of designingall the events of the game.
Whether it was when there would be a jumpscares, the game beats, cinematics, if the cinematic would be seamless and what music should play when.
Main mechanic - Breathing
– The player can manually breathe in order to regain sanity by pressing “LT” and “RT” simultaneously to inhale. The player exhale as soon as they releases the triggers.
– The controller vibrates and a breathing sound effect is triggered at the same time
– To transmit the information correctly, the lost sanity is also indicated at the bottom of the screen in the UI which cracks like a window the lower the sanity.
Main Mechanic - Sanity
– Breathing allows you to regain sanity that is lost when a grotesque or stressful event happens in front of the player.
– When the sanity drops, there is a blurring effect and chromatic aberration on the screen to convey Alicia’s panic and beginning to lose control over her emotions.
– Each new location, going deeper in Alicia’ subconscious, lowers the maximum sanity the player can recover after successful breaths.
This feature enhances the player’s sense of progression in a grotesque and disturbing world.