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To keep with the idea of the different motivators for the character, I placed each item strategically around the compact room, with an example of this being the eviction notice in front of mirror to suggest a moment of reflection from our character.


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Another example of this environmental storytelling is the implementation of soft lighting on the final piece in the dream sequence. Using a spotlight and brighter shades of yellow, I aimed to highlight the piece itself, giving it a "holy grail" effect for the player. Communicating to them that this is what they've been fighting towards.
Platform: MS Windows
Engine: Unreal Engine 5
Theme: Scale
Genre: Singleplayer, 3D & 2D, Platformer
Role: Environment Artist, Level Design,
Programming
Description:
As part of our university's second-ever game jam, myself, alongside my coworkers at EMP Studios undertook the task of creating a platformer that combines scalable enemies with a musical theme over the course of 14 days. Dubbed “Overtuned”, players take control of a failing composer in a 3D space collecting emotionally significant items before transitioning into a 2D dream sequence, where they fend off a series of enemies, who get smaller after each strike. Reaching the end of the dream allows the character to obtain their next work of art. You can check out the game in our itch-io page here.
During this project, I had to wear many hats to deliver this ambitious project for the deadline. I worked extensively alongside my colleagues to implement working player UI, collectible systems, and level transitions between the main menu, the 3D bedroom and 2D dream sequence. In addition to this, I assembled both levels and provided the lighting.