Irradiate the void

OBSCRETE is an atmospheric first-person puzzle game. Surrounded by space, concrete and lonely structures, you light your way through the void. Cast a small orb of light at switches and activate connected lamps. The light lets mysterious platforms appear - new paths are uncovered, old ones are blocked! Observe, combine, try out. With a bit of skill, you will reach a ramp and with it a new puzzle. But beware, ramps are much more than just portals to the next level. Perhaps escaping the room is much more complex than you thought.

Playthrough Video

Details


Game:

Tools:

Developer:

Coaches:

Time:

Context:

Multi-persprective puzzle inside a dodecahedron, PC

Unity (C#), Procreate, Photoshop, Maya

Team Anani (5 people)

Prof. Susanne Brandhorst
Prof. Thomas Bremer
Zwi Zausch

2022 - 2023 - 15 weeks - Ocotber 2022 - Feburaury 2023

3nd semester project


Post Mortem

Positives

OBSCRETE is a game that stood out with its very distinctive apperence. It naturally teaches players the mechanics of puzzles in a highly complex space while playing with its dimensionality. Players had a lot of fun solving the puzzles themselves.

Within the team, there was a lot of exchange and a charing atmosphere, which led to a positive working environment where I could learn a lot about myself. This allowed me to gain insights into my mental health in the context of work.


What did I do

Switch

Due to the large time window, we encountered overscoping during development, which led to cutting content towards the end and resulted in crunching. This made me acutely aware of the importance of starting with a small concept and building up from there.

Additionally, many members were involved in making decisions, leading to extended meeting times and increased difficulty in concluding decisions as we tried to accommodate all team members preferences.

Challenges

Shader Invisible Plattforms

Exhibition Hive:Five | February 2023

Lamp
Stairs

Exhibition Hive:Five | February 2023

Learnings

  • Overscoping

  • Creating a positive work environment.

  • Managing a larger team

  • Advocating for my opinions

  • Addressing Mental Health

  • Working in a 3D space

  • Effective communication

  • Avoiding task overload

  • Delegating control

  • 2D Concept Art

  • Game System Design

  • Game Design

  • Environment Art

  • 3D Modelling

  • Tech Art

  • 3D Lighting Art

  • Organization

Work Environment

Working | 2023

The Puzzles of Obscrete:

Ocimum

After receiving the light orb, OBSCRETE starts in front of a tower, which must be climbed at the beginning. Ocimum is meant to teach the basic mechanics to the players. Ramps to new sides are not easily reachable, even if they are close. Switches can be activated with the light orb, causing lamps to shine and new platforms to appear that can create and block paths. A switch may need to be activated and deactivated several times. Existence of indicatiors on the surfaces

Aport

After overcoming Ocimum, the player is faced with the multi-level architecture of Aport. Here, the mechanics from the previous puzzle are expanded on, by an increase in number of switches and lamps, which are less obvious now. Requiring the players to be more observant of how the connections run and when which light object appears, so that the ramp can be reached.

Omen

This is the first puzzle that builds on the concept of gravity change, as Omen has an additional ramp that does not immediately lead to the next puzzle, but to an adjacent side. Here, the geometry and light object that appears have a different function depending on their orientation.

Varyt

In Varyt, the alternation between gravitations is brought to its climax. As in Omen, there are two sides on which are played, but now to a greater degree. The players must be very attentive to the different connections in the puzzle, so that they are aware of where their intermediate destinations are in order to reach the ramp.

Enos

The final puzzle is a labyrinth that extends over a complete side. The players do not start directly in the maze, but from the outside and enter by themselves. Before interacting, Enos is empty and only with the help of the light objects do limitations arise, but also extraordinary opportunities for progress, as players will have to rethink their approach to solving a classic labyrinth. Visual relationships and clues in the environment are essential in navigating this puzzle.

Team Anani

  • Leon Schurer

    2D Concept Art
    Game System Design
    User Interface Design
    Level Design
    Environment Art
    2D Texture Art
    3D Modeling

  • Hana Rensch

    Game System Design
    2D Concept Art
    Level Design
    Co-Programming
    Sound Design
    Quality Assurance
    Organization

  • Fabian Wislsperger

    2D Concept Art
    Game System Design
    Environment Art
    3D Modeling
    Technical Art
    3D Lighting Art
    Organization

  • Katharina Opitz

    2D Concept Art
    Game System Design
    Cincematic Design
    VFX Design
    Technical Art
    3D Modeling

  • Oska Oppermann

    Game System Design
    2D Concept Art
    Lead Programming
    Level Design
    UI Design
    UX Design
    3D Animation

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