For our last apollo project, we created a game on unity. It was less of a game and more of a tech demo, but it still functioned. By the end of the project, we had created a living room that can be walked around in and interacted with. We had to learn to script in C#, model in Blender, import models into Unity, animate in Unity, and more. We had to learn the basics of Unity in a short amount of time. I already had a little bit of experience with it, but I was rusty. Learning to script was the hardest hurdle to jump over as two of our group members had no prior experience. Nate was a massive help when it came to modeling assets as he was the main one modeling. I and Nolan were mainly relegated to programming. Nolan worked mainly on the game manual, programming, and game ideas. I and Nate worked on the story, and game ideas as well. I was the main programmer in the demo we made, as Nolan was still learning the ropes of scripting. There was a lot of time dumped into researching other horror games and video game storytelling mechanics. We still have plans to work on this game after the project has ended for Apollo.
Honors Portfolio 2
For our art portion, we built assets for our game using Blender and the Unity Asset Store. We wanted to go for a Silent Hill aesthetic, with low-resolution textures and dreary colors. We created early designs for the monsters and characters, but no models have been created yet. Their designs were heavily inspired by the art of anger, and monster designs from Silent Hill 2. We tried to capture a human-like design, but with a very apparent anomaly. The player should be able to recognize what was once a human, and that recognition should create fear in the player as they try to run, hide, or escape from the monster. The models we created include a hammer, a living room, recliner, TV, fireplace, lamp, table, round table, and more. Within our one-month time limit, I think we accomplished a lot.
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Honors Self in Modern World
For our social studies portion, we researched the psychology of horror, and how other horror games use game mechanics to invoke fear. We used our research here to come up with ideas for our game's mechanics. We looked at games like Silent Hill, Resident Evil, Phasmophobia, Aka Monto, etc. for inspiration. Silent Hill's lack of visibility found it's way into our demo, as the fog and darkness created an environment of dread and discomfort. Resident Evil's ability to fight back appeared in our demo as a swinging mechanic for the hammer. Phasmophobia's interactivity with the environment inspired how doors can be opened and closed within our demo's environment. Aka Monto gave us ideas on how we might implement a chasing mechanic. In Aka Monto, there are two monsters. One is the Aka Monto, and the other is a mask. Aka Monto is responsible for chasing down and attacking the player, while the mask is responsible for seeking out the player. Within our final game, we'd like to implement a similar system.
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Honors English 4
For our English portion, we wrote an in-depth story for our game based on the tragedy of Beatrice Cenci. Within our story, we wanted to explore the ideas of repressed trauma, and how it can be remembered whether it's for the best or worse. Our protagonist's name is Elliot Cenci. Our game takes place 28 years after the death of his parents, Bradley and Marisa Cenci. His parents' deaths are clouded in mystery, as they both officially died on the same night. Official reports say Bradley fell off the roof, and Marisa killed herself after finding the body. After their deaths, Elliot is sent to live with his poor aunt and uncle. Elliot keeps on having nightmares of his old house, but they don't make sense because he remembers his parents in a positive light. He decides to become a freelance journalist so he can investigate his childhood home, but he might not like the answer he uncovers...
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