This is an original indie game classified as a puzzle game called ECHO
The protagonist John, is a boy who suffers from domestic violence but is eager for love and care. His miserable childhood forces him to wear bunny headgear to isolate and protect himself. On his way on the adventure, Jannie’s voice becomes his guide. Although Jennie cannot stay by his side and has to call from a distance, her love is the salvation of John's life.
Platform | Mobile
Date | 2020
Tools | UE4 - Maya - SubstancePainter - PhotoShop - AdobeIllustrator
Responsibilities
· Designed the basic structure of the game scene and integrated it with the game narrative.
· Built white models of scenes based on modeling software and engine and iterated to improve details.
· Set up meetings with other game designers to repeatedly discuss core gameplay, character, level, and scene design.
· Designed the icon logo for the game and made part of the illustrations.
· Worked closely with the programmer and 3D artists to ensure the process moved forward smoothly.
· Also responsible for part of the documentation.
Core Mechanics | Time Backtracking
The protagonist has the ability to time backtracking, allowing the object to return to its original state within a specified time. After the duration of time backtracking, the object will return to its original form(state). Since the duration of time backtracking is limited and will increase as the protagonist gets through the challenge, the skill of time backtracking has the function of timing and is a type of growth attribute.
There are three different situations when you can use time backtracking in the game.
1 To change the position of the object
2 To change the form(state) of the object
3 To count time
Design in detail
1 Act as a roadblock or a springboard to assist the protagonist in solving puzzles
2 Touch obstacle during the time backtracking process and stay in the middle state
3 Move in anti-gravity mode
4 Backtrack to a specific point and change the story line
5 Guide the player to pass through the level within limited time
Gameflow Design
Map Design
Operation | Interface
Tap the disc-shaped joystick on the left side of the screen to control movement
Tap the jump button on the right side of the screen to jump
Tap the specific interactive button on the right to push and pull and perform time backtracking
LEVEL Design
Phase1 | Conceive level ideas and draw sketches according to the theme, plot and gameplay
Phase2 | Draw the level map
Phase3 | Use white boxes to determine the position of each object in the scene
Phase4 | Model all basic assets in Maya, then use substance painter to make texture
Puzzle Design
In addition to the puzzle solving in the main plot, there are also small puzzle-solving modules in the game to assist in the advancement of the plot.
Tips are set in the diary
For example: International Chess
Pull and Push the chess to the correct position
We hope players can successfully solve the chess endgames and pass the game. Therefore, we first searched for famous endgames on the Internet and screened them according to the difficulty of the players' operations. Finally, we made an endgame into the game and left a tip inside the diary. Players can move the pieces on the board freely, but you should notice that there will be hints about the number of remaining steps in the game.
WOW Factor
We try to improve the player's experience from multiple perspectives
We put emphasis on improving player's immersion, sense of difference and purpose
Art Design
-Imbalance and Distortion of the model-
We need to follow the plot to design the model so as to ensure the imbalance and distortion of the model as well as bring the player a sense of oppression. The texture map is designed to pave the way for the plot, which reflects the semi-realistic style of the game.
Role Monologue
-Diary plots & Character dialogues-
We adopt a streamlined UI method. When the player comes near interactive objects, white strokes will appear.
Such UI style is also closer to the distorted plot, reducing excessive information and maintaining unity with the background of the story.
There are various styles of diary plots and character dialogues in the game as guidance and reminders to the player.
For example, the player needs to pick up the falling paper airplane to get the next level reminder.
LEVEL Conceptual Graph
Character Design
A boy suffers from domestic violence but is eager for love and care.
His miserable childhood forces him to wear bunny headgear to isolate and protect himself.
The girl's love is the salvation of the boy's life.
LOGO Design
A combination of boy, rabbit and paper plane, which are the key factors of the game.
Reference
Little Nightmare | Inside out