Breathe is the first video game project I worked on.
The concept was originally created by Ash King for a 300-level university
assignment. The pitch for the game was a deep-sea horror game that revolved
around frightening sea creatures and surviving in an environment with little
oxygen and light. The game was made in a team of 6: 3 visual designers and 3
programmers. It was developed over several months for the assignment and ended
with a relatively impressive game. The audio recording of breathing really adds
pressure to the game and slowly becomes more strained as time decreases. Anglerfish
chase and attack the player throughout the level, a swarm of smaller fish block
the way forward in parts and a goblin shark roams the outside of the tower,
attacking anyone who lingers out too long. The final environment was an old
abandoned oil tower. There is a total of 10 floors that the user needs to
navigate through that range from wide open floors that creatures can attack
from all sides to tight mazes that are designed to waste the users air. While
there was nothing wrong with what everyone did in the project, there was some
disconnection between the designers for the final outcome.
The environment focused
heavily on rusted metals and biohazard containers. The colours are dark and
dull, emphasizing the fact that the environment is broken down and old. The
floors were split up between designers who had free reign over designing
whatever layout they wanted. After every third floor, the user is rewarded with
a safe zone. No enemies had access to these zones and the players oxygen did
not decrease while they were in these rooms. When the user reached the top
floor, there was an elevator that took them to the surface, thus ending the
game.
The issues that I find in the
game are with the cohesion of the assets. While the tower is a dark, rusted,
old looking structure, and the creatures are dark, gritty and believable for a
deep-sea location, the character appears to be more technologically advanced
and sci-fi. Bright glowing lights, an animated gun and a bright torch remove
the intensity of the game. The impact of the environment is minimized by the
appearance of the character, who doesn’t feel like they belong in the scenario
at all. The player a has a sci-fi looking weapon which fires a shot of
compressed air, using a small part of your oxygen reserves to force the enemies
back. This removes the intensity of the enemies and makes it feel less like a
survival game and more like an action thriller game. The drawback of using your
air reserves to attack the enemies does not have enough of an impact on the
player to feel like a risk.
Other issues include an
ambient light over the entire scene that makes everything look lighter. The
environment lighting is not dark enough for a deep-sea location. The player can
see a fair distance in front of them through the haze, which makes the torch
far less important than it should be in the deep ocean.
I have decided to revisit
Breathe and recreate it. I have now worked on multiple different games and have
worked in both Unity 3D and Unreal Engine. I have 3 more years of 3D experience
under my belt and would like to create Breathe in a way that could be terrifying
and intense. I and going to look at the horror genre itself and see what was
successful and why and use the research to create a deep-sea horror game
focused on survival and resource management.
I am using games like Prey
(2017) and Alien: Isolation (2016) as inspiration to create the environment. A
large research station seems like a better environment for the player, which
will embrace the sci-fi elements of the concept. By inventing a deep-sea
trench, I can also play around with the creatures the player will encounter.
Bioluminescent creature’s and giant sea creatures will be the main encounters
in the game and the ability to fight back will be minimized or completely
removed.



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