SUMMARY
A 2D point-and-click detective game.
Play as supernatural detective Knobi who has just been sent on his biggest case yet: a rumoured haunting at 420 Spooky Street.
Investigate, talk to the owner, discover that your job comes with moral responsibilities and decide on many an NPC's fate.
VIGIL was made over the course of six weeks in a four person team.
I've led the production of this game from conceptualization to finish.
My function in the team was that of manager, lead writer and narrative designer.
Design process
Step 1. Concept document & pitch.
The idea was to make a short and spooky point and click "anti-detective" game in which you fake a haunting. The mechanics are inspired by investigations performed by the real life Ghost Club.
Read my initial concept document:
Step 2. Design the game world, logic and loop, and divide the work. Set up version control with the team! TEST visual style & loop.
Step 3. Formulate the critical path
Step 4. Make a definitive narrative prototype in Twine.
As part of this project I designed a TWINE prototype, which is embedded below. It formed the base of our narrative structure and incorporated the back-end variables and asset implementation instructions that allowed the whole team to swiftly import all the game materials into Unity.
Step 5. Implement in Unity & TEST TEST TEST!