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
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
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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