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Feliza S

Tangible Game Project - Path to Tranquillity

In the previous post I've wrote about first part of the Tangible Game Project - the controller concept.


On the next step we were working on a game that would be easy to play with our that controller.


And we decided to make a gorgeous 3D hiking simulator which will let you find inner peace and explore the world and story of the characters. For this particular project we planned on keeping the playthrough of the game rather simple and short, instead of over scoping and making multiple huge levels. The reason is the time restrictions of the project.


The aim is to strike and impress the player with visuals, as well as a well tied in story for the game / level to create a touching and realistic story and feeling whilst playing the game.


The player has to go on a hike up a mountain, explore and find his way to certain outstanding key locations. To do so, the player has to interact with strangers, who offer him goods and items, in exchange for other items the player finds throughout exploring the game. Upon exchange, the player gets to advance further into the level and find out more about the story of the character being played by conversation with the people around and finding interesting locations, triggering key memories of the character, telling the story as the player progresses.


Controller Design

Move: WASD/Joysticks/Trackpad/Left Analog Stick on Xbox controller

Look: Automatic/with thumb on ring controller/Right analog stick on Xbox controller/Mouse

Interact/Pick up: Space/A button or B button on Xbox controller/Ring button 1


So, as it is possible to see - the game is universal and can be played on any control system with at least two buttons ( or two commands). The player needs to take action and to walk.


This was the first project of me working on Art Lead position. And I enjoyed it so so much!


So I started with the visual concept of the game. The path to tranquillity will be a low - poly 3D game, with the rich environments and small pretty details. The visual look of the game will represent a toy-alike character and the nature around him. This will mostly be achieved with different camera focuses and lighting resources through game development.


We have chosen this light hearted aesthetic because we wish to convey a sense of escapism to the player, we will utilise a vibrant colour-palette and low poly assets to create an idyllic world for them to inhabit and explore.


I've been working on the concepts and 3D models for player and NPC.


More pictures!




Besides that, I was also working on the key location concepts:


And, of course made a logo! (I love making logos:)

Some screenshots from the game (video coming soon)








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