Exodus

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EXODUS
Originaltitel
StudioBlack Box Studios
PublisherBlack Box Studios
Erstveröffent-
lichung
??.0?.2023
PlattformPC (Windows/Mac)
Spiel-EngineUnity
GenreHorror
Altersfreigabe
USK ab 18
USK ab 18


“Please, be alive. Please.. wake up.. Oh, finally! Finally I can see you move. Come on- listen! Listen, listen. You have to get up now and find the key card. I know where it is. It's the security officer speaking. I'm currently sitting in the surveillance room. I would do it myself but I'm injured. You have to get it. But first of all you have to get the fuck out of this room because THEY are coming. I can see them on the cams. I will guide you through. You have to trust me.”

(Security Guard, Exodus)



Dies ist ein Grundgerüst für das Spielekonzept in der Lehrverantstaltung Game Production. Die als Überschriften ausgeführten Punkte und die Infobox sollen enthalten sein, darüber hinaus kann die Seite aber nach eigenem Belieben ausgestaltet sein.

Die Seite soll den Titel des Spielekonzepts tragen. Ändert sich dieser im Verlauf, so kann die Seite jederzeit oben über den Punkt „Weitere > Verschieben“ umbenannt werden.

Links

Roles and Duties

Team Lead, Sound, Story Julian Strunz
Project Management Stefan Miskovic
Programmierung Sandro Tadic
Art (3D) Ash Gorecka
Level Design Viktoria Wereszczynska
Game Design Fatima Jandarova
Artist Maksym Varvaryk

Vision Statement

Der Kern, die Botschaft oder die wichtigsten Aspekte eures Spiels in wenigen Sätzen (und/oder Bildern) zusammengefasst.

Lab Blue Print

Game Mechanics

The player can walk, run, crouch, hide, pick up/drop items and use items with the help of basic keyboard commands. The first person camera can be turned in a 180° angle by moving the mouse. There is no combat and the player can't attack. The only items the user carries around are a flashlight, a walkie talkie and a record player. The game flow is linear: there is a narrative part with clues or an encounter with an enemy that forces the player to move from one facility section to the other. The enemies attack once they see the player or hear electronics being used.

Mensa Blue Print

Level Design

Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textuelle Beschreibung.


Side Room Blue Print

Story

The protagonist of the story is purposely not defined to help the player emmerge into the story.

The game begins with you waking up on the ground of in a dimlitted facility - disoriented and having no memory of what happened prior. The surroundings are in shambles, in the distance a loud evacuation alarm can be heard. You hear static sound, and then a male voice coming from the walkie-talkie next to you. “Please, be alive. Please.. wake up.. Oh, finally! Finally I can see you move. Come on- listen! Listen, listen. You have to get up now and find the key card. I know where it is. It's the security officer speaking. I'm currently sitting in the surveillance room. I would do it myself but I'm injured. You have to get it. But first of all you have to get the fuck out of this room because THEY are coming. I can see them on the cams. I will guide you through. You have to trust me.”

You try to talk back to the voice but it seems like the signal can't reach the stranger. With the help of who reveals himself to be the security guard of the facility and a lot of courage, it is now your goal to escape this hellhole.

User Interface

Scribbles und Skizzen von allen User Interfaces und ggf. textuelle Beschreibung.

Asset Liste

Eine Aufzählung (Bullet Points), Tabelle oder Link auf Spreadsheet mit allen im Spiel verwendeten Assets (2D, 3D, Sound). Sollten Assets aufwändiger sein, bitte ausführlich beschreiben.

Sollten Asset Packages verwendet werden, bitte hier Links auf die jeweiligen Packages angeben.