I wanted to create a whole experience, which focus was mood and emotions, rather than mechanics as we had done before in the game projects.
Nominated in multiple Categories for Swedish Game Awards 2019; Best Art, Best Audio, Best Narrative and Best Technical Execution.
The Black Rose was top 5 in the "popular" category on itch.io 2 weeks after release with over 3000 downloads. It was also picked up by the YouTube let's-play community. Press here for a let's play-compilation playlist.
Gameproject 3, June 2019
Roles: Level Designer, C# Scripter, UX Designer
Time: 7 weeks
Team Size: 3 Designers, 4 3D Artists, 2 2D Artists, 3 Programmers
Tools: Unity 2019, Perforce P4V, Visual Studio
My contribution: All Level Design, UX Design, C# Coding, UI Coding
The Black Rose is a first person, psychological horror experience.
You are invited out on a date to the Black Rose bar, however once inside you soon discover that something is terribly wrong.
Interact with objects and find hidden notes left behind in order to discover the dark truth; the further in you go, the more secrets you will uncover.
You are not as innocent as you may think...
The main purpose of the level design was to make the player feel exposed and vulnerable, as well as an ever-growing sense of dread.
I achieved this by creating uncomfortable and unpredictable spaces and angles but still having gameplay and pacing in mind.
The objectives of the levels are finding the notes and progressing, uncovering more and more of the narrative by paying attention to detail.
• Everything seems "normal" • More light • Upright furniture and walls • Light ambience sound
• Looping into insanity • Less light • Crooked furniture and walls • Intense ambience sound
Lights Out Event
This is the first event after the player has picked up the lighter. This marks the start of the horror ramping up.
I made the prototype and then a programmer helped to refine the code.
The event got changed after playtesting. Here you can see both versions of the event, early and finished product.
The Service Bell
I created a simple animation in Unity and coded the service bell, which is a fun interactable for the player. I mainly used animation events for this.
It's also used in the chase loop, as foreshadowing when Roseanne arrives.
I made the TV script, which plays a video on the TV via a canvas when the remote control is being interacted with.
I created it to add more interest to the bar, and to encourage the player to pay attention to details.
The Main Menu
Working together with a programmer, we pair programmed some of the menu functionality.
He showed me some tools, and I used them and my own research to create the diegetic menu system together with him.
The main buttons are static meshes, while the UI sliders are on canvas in world space.
The script lies on one of the buttons, and some of the components are dragged in the script in a public array.
The Main Menu & UI Desicions
I thought it was extremely important to have no or as minimalistic UI as possible in game.
As we wanted the player to be very scared, even removing them from the game world for a split second could break immersion.
A 2d artist made the poster visuals.