Roots Corrupted

December 2022 - February 2023

Gameplay Programmer & Level Designer

Developer Info

Role: Gameplay Programmer & Level Designer

Tools Used: Unreal Engine, TortoiseSVN

Team Size: 7

Game Jam: 2023 Global Game Jam

Duration:  1 Month Team Bonding – 1 Week Development

Game Info

Genre: Survival Horror

Platform: Global Game Jam Site

Project Status: Released February 5th, 2023

Game Description: A Survival Horror game about saving a corrupted forest while being hunted by evil spirits as you try to return the heart of the Forest God.

Contributions

  • Programmed and Designed Player Movement and Combat
  • Designed and Implemented the Maze-Like Forest Level
  • Facilitated communication and project management in a Bilingual team using online translators and sketches 
    • Half our team was American, and the other half was Japanese

What I Learned

  • It can be incredibly difficult to work with foreigners however, the different perspective they bring to a project is worth it.
  • Google Translate is not perfect.
  • It is essential to find people’s strengths and weaknesses for a successful game jam.

System Design

Interaction Switching and Horror Limitations

While developing the player movement and interaction mechanics I came up with a clever way to instill fear in the player by restricting what the player could do at any given point.

Originally we had the player have both a flashlight and axe that would be used to traverse the world and protect themselves. However, since this was a horror game I proposed the idea of having these two mechanics artificially separated.

This made the player have to decided between whether they wanted to easily see any forest enemies hiding in the forest or if they wanted to be able to protect themselves from an attacker at a moments notice. Instilling fear in the gameplay itself.

Showcase of the Interaction Switching Mechanic

Level Design

Forest Maze

Due to our game’s setting and lore I chose to make the main level of the game feel like a maze to confuse the player’s position so that they feel easily lost and make it harder for them to find the hearts needed to beat the game.

I then chose to place enemies in very sneaky positions to promote two player behaviors:

  • Usage of the Flashlight
  • Slower Movement

The behaviors helped make the game scarier since the player would have to look out for every corner of the map to try and make out if an enemy was camouflaged into the scenery.

Level Design Sketch