My Responsibilities as the Design Lead and AI Programmer,
Overseeing the overall trajectory of the game, establishing the game's tone, style, narrative and overall player experience.
Designed a three Act structure for the game with branching narrative.
Working closely with the level designer to develop the spatial design of the game world based on ancient Taiwanese architecture and design appropriate encounters for each area.
Working on different combat encounters within specific parts of the level to offer an immersive experience to the player while providing a persistent threat and invoke the feeling of constant tension and pressure after a "certain" point.
Collaborated with the technical lead to plot a technical roadmap (along with the design scope) and create a workflow for the important systems/features of the game like 3Cs, movement, UI etc.
Scripted the unique puzzles encounters and cinematic sequences in Act 2 and 3 based on unique possession mechanics and combat.
Devised unique behaviors for the Twin AI, Minor Monsters and the Main Monster.
Programmed the Main Monster using C++ and behavior trees.
Worked closely with the sound designer to design sounds which complement the environment and implemented all of them into the game.
Game Trailer
Embark on a spooky and chilling adventure with GRIM, where the player plunges into a realm where life, death and the supernatural collide. In this game, players play as an ethereal existence of a departed soul (yeah, a ghost), wielding the power to possess a myriad of everyday objects. As a ghost, players navigate through the house alongside their alive sibling, attempting to protect them from the clutches of the savage monster who killed you.
The story is inspired by the Taiwanese Folklore Tiger Aunt, where the player's cunning is pitted against a malevolent spirit. GRIM delves deep into the realm of the eerie, challenging the player to outsmart an ancient monster and rewrite the fate.
Features of the game,
Interactive Possession : Possess a variety of objects, ranging from everyday items like ancient Chinese accessories and discarded toys to a drifting housefly.
Player Driven Choices : The game world evolves based on player actions, creating an ever-changing environment and AI behavior determining the fate of the characters.
Dynamic Outcomes : Experience a wide range of possible endings and story arcs, ensuring every playthrough delivers a fresh and unpredictable adventure.
Technical Work :
Encounter Design
Efficiently utilized the sandbox of possessable and the elemental system to create puzzle encounters.
Designed persistent enemies and boss enemies and created combat encounters using the possessables.
Encounter Scripting
Grim has a 3 act structure with unique puzzle and/or combat encounter to transition into the next act.
I scripted the major puzzle of Act 2 which involves minor enemy encounters as well.
Scripted the final puzzle where the threat is the boss enemy.
Programming and AI
Programmed the boss enemy AI in C++ and used the custom AI functionality to create behavior trees for the boss enemy to provide a looming threat resulting in "in the moment" encounters as well.
Used the functions of minor monsters made by Tech Lead to make behavior trees of minor monsters.
What I Learned :
Utilizing historical and mythical references and collaborating with subject matter experts to understand the refence material and design an accurate world.
Tight collaboration with other designers, artist, technical team to develop the game and keeping up to the date and working under a deadline under a producer.
Advanced scripting to implement unique and custom encounters and seamlessly, merging them with pre/post encounter cinematics using multiple software.
Collaborations :
Designers And Tech
Collaborated with the level and system designers to design the Possession System and its Interactions using Elemental System and the Adaptive Camera System for an immersive experience.
Plotted the technical roadmap to follow with Tech Lead and then iterated through the 3Cs for the most engaging player experience with the tech lead and level designer.
Wrote technical design documents and encounter design documents so the team can reference and work accordingly.
Closely worked with the sound designer to custom make all BG and SFX to maintain the tone and emotions conveyed by the game.
Artists and Producer
Collaborated with the environmental artist to research the Taiwanese Siheyuan architecture and design the assets to keep the world authentic and not stray away from the emotional tone of the game.
Constantly kept in touch with the producer to meet the deadlines and distribute the designated tasks in the design team.
The pitch for GRIM as a Capstone Project