KOMA - 3rd Person Experience
Position
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Overview This project was made over the course of 5 weeks individually to create an atmospheric experience for a player. KOMA is a 3rd person game that uses a dark atmosphere and minimalist environment pieces to give players a sense of reflection and thought. The ominous, yet serene background is supposed to represent the inner workings of a person's mind as they navigate to put things back together by collecting memories. |
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Theme The whole theme of KOMA is about fixing the environment to essential fix yourself. By moving tiles to proper positions and collecting fragments, this "proof of concept" game slows down the crazy environments of modern games and has the player move carefully and thoughtfully through the space. Mechanics The game has a few interesting mechanics implemented to make it more than just a platform jumper. Firstly, the collection of memories (represented by puzzle pieces) allows the player to move further in the level. Next, the powerglove upgrade allows the players to move tiles to cross previously uncrossable gaps in the landscape. Lastly, some tiles are scrabbled, vertical and out of place, which must be knocked down by the player to proceed further. |
Gameplay
The process of making this game was actually quite fun, given the time constraint. I sketched out a few ideas on whiteboards beforehand to sort of layout what I wanted for this project, and worked carefully at each stage to bring together a simple, yet cohesive experience. I also tested this game and collected qualitative data on what others experienced when running through the level to add and refine certain metrics of the game to simulate the experience further. In the end, many said they enjoyed it, and the dark atmosphere and spark effects were calming.
Creation
All parts of this game were created by me, with the exception of some of the particle effects and the puzzle piece mesh which were from the UE4 Marketplace and Turbosquid respectively. The blueprints of this game taught be a lot about how to use vector math, and helped me really get comfortable using the blueprint system. The game was built using the 3rd person template provided by UE4.
The process of making this game was actually quite fun, given the time constraint. I sketched out a few ideas on whiteboards beforehand to sort of layout what I wanted for this project, and worked carefully at each stage to bring together a simple, yet cohesive experience. I also tested this game and collected qualitative data on what others experienced when running through the level to add and refine certain metrics of the game to simulate the experience further. In the end, many said they enjoyed it, and the dark atmosphere and spark effects were calming.
Creation
All parts of this game were created by me, with the exception of some of the particle effects and the puzzle piece mesh which were from the UE4 Marketplace and Turbosquid respectively. The blueprints of this game taught be a lot about how to use vector math, and helped me really get comfortable using the blueprint system. The game was built using the 3rd person template provided by UE4.