DARKNESS WITHIN (2013)
My work: Narrative Designer, Level Integrator/Event Scripter, Level Designer, Character artist, Game Designer, Technical artist, Level artist.
My work: Narrative Designer, Level Integrator/Event Scripter, Level Designer, Character artist, Game Designer, Technical artist, Level artist.
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Darkness Within is a student game made at centre NAD in 2013. It is a short psychological horror and exploration game on pc, made entirely in UDK and the gameplay lasts about 45 minutes. This game is about William, a troubled boy with a traumatic childhood, that has to relive events in his head related to his past with his family and the disapearing of his younger sister.
On this project I was a character artist (both main characters), level designer, narrative designer, event scripter and one of the game designers. As a narrative designer I co-wrote the story (except the dialogues) and integrated most events encountered by the player into the game engine. I did all of the visual scripting necessary for the events and the matinees for the cutscenes, including placing the characters, triggers, choosing the camera angles, etc. I also integrated sounds, FX and created the animation tree for the controls (with help from a programmer). I helped the environment team as a level artist too torwards the end.
For this we worked with programmers from UQAC and students from UDM for the sounds and musics.
Other artists on the project were: Jonathan Viens (Lights, Environment, sounds), Marja Lachapelle (animations), Guillaume Croteau (animations), Nicholas Jolicoeur (environment), François Duchesne (environment), Étienne Lamoureux (environment) and Émile Viens (environment, FX and portals specialist).
Here is an example of my work as a level integrator / event scripter. I had to create over 30 minutes of gameplay and 10 minutes of cinematics.
On this project I was a character artist (both main characters), level designer, narrative designer, event scripter and one of the game designers. As a narrative designer I co-wrote the story (except the dialogues) and integrated most events encountered by the player into the game engine. I did all of the visual scripting necessary for the events and the matinees for the cutscenes, including placing the characters, triggers, choosing the camera angles, etc. I also integrated sounds, FX and created the animation tree for the controls (with help from a programmer). I helped the environment team as a level artist too torwards the end.
For this we worked with programmers from UQAC and students from UDM for the sounds and musics.
Other artists on the project were: Jonathan Viens (Lights, Environment, sounds), Marja Lachapelle (animations), Guillaume Croteau (animations), Nicholas Jolicoeur (environment), François Duchesne (environment), Étienne Lamoureux (environment) and Émile Viens (environment, FX and portals specialist).
Here is an example of my work as a level integrator / event scripter. I had to create over 30 minutes of gameplay and 10 minutes of cinematics.
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