Stealth Action Adventure
In the year 2020, a solar eruption headed towards Earth, threatening to wipe out all of humanity. Fortunately, the moon was in the right position at the time, and much of the eruption was intercepted. However, the remaining impact still killed billions. The survivors on Earth were heavily radiated, which had no effect on the living but greatly impacted the children of pregnant women. Many developed supernatural abilities, while others were able to lead normal lives.
With many cities destroyed, the remaining humans had to band together in order to survive. Marcus was born in one of these colonies, a half year after the solar eruption.
However, not all colonies are peaceful, there is also an evil force that controls the land, known as the Raiders. Their goal is to capture children with supernatural abilities and take away their powers.
At the age of 15, Marcus' colony is attacked, and many, including his mother, die. His friends are also abducted.
Marcus sets out to save his friends and make the Raiders pay for what they have done.
Student project
High concept: The Last of Us meets supernatural Abilities
Teamsize: 6
Role: Producer / Animator
Production time: 7 weeks
Date: 2020
Engine: Unreal Engine 4
Sanity was the third project at Mediadesign Hochschule München, where the focus was to create an action-packed and thrilling game that takes place in a post-apocalyptic world. Inspired by popular games like The Last of Us, the team aimed to merge the survival elements of a post-apocalyptic world with supernatural abilities to create a unique gaming experience.
In the game, the player takes on the role of a character with stealth abilities and must progress through different levels, each with multiple paths to choose from. To enhance the player's experience, the game has a tutorial level, a port level, and a suburban level, each designed with different challenges and obstacles to overcome.
The player's objective is to navigate through the levels while remaining stealthy and avoiding drawing attention. The player must make strategic decisions and use their supernatural abilities to overcome challenges and progress through the game. With the different paths available, the player has the freedom to choose their own playstyle and approach to each level.
Overall, Sanity was a challenging and exciting project for the team at Mediadesign Hochschule München, providing an opportunity for the team to showcase their skills and creativity in creating a post-apocalyptic game with supernatural elements.
As the producer for "Sanity," I was responsible for coordinating all departments and working closely with them to ensure the best possible outcome for the project. This involved managing schedules, setting deadlines, and communicating regularly with team members to ensure that everyone was on the same page. By taking on this role, I played a critical part in ensuring that the project was completed successfully, and that all aspects of the game, including design and development, were aligned with the overall vision and goals of the project.
The concept for "Sanity" was born from a desire to create a game that would immerse players in a post apocalyptic world of suspense. It was a challenging project that required a high level of attention to detail.
Throughout the development process, I worked closely with the designers, programmers, and artists to ensure that the game met our vision. We had many long hours of brainstorming and planning, as well as numerous rounds of testing to refine the gameplay and make sure that the experience was both challenging and enjoyable.
For "Sanity," I was responsible for creating the motion capture (mocap) animations. It was my job to record and analyze the movements of human actors, and then use that data to animate digital characters.
After recording the performances, I refined and cleaned up the animations, using specialized software to ensure that the movements were smooth and realistic.
Through this process, I played a crucial role in bringing the project to life and making it visually engaging.
As part of my contribution to the game, I created teleport effects and energy particles. These particle effects were designed to enhance the game's science fiction elements and create a more immersive experience for the player.
The teleport effects added a unique visual flair to the game, while the energy particles helped to create a sense of excitement and tension. By incorporating these effects, I helped to bring the game to life and create a more engaging and entertaining experience for the players.