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My Development

When I'm Gone... is my first game project I made using Unity, it was developed during my second year on a Games course at the University of East London as part of an assignment.

 

Through the process of development, I begin to learn and understand the Engine and C# scriptwriting. At the time, I was afraid of copyright infringement and not finding a certain asset I need, so I decided to make my own assets, creating them using MS Paint.

 

Interpreted Storytelling

For the story of this game, I wanted it so that Players would look at the game, go through the levels and look at any images/poems and put the pieces of the puzzle together to create their own picture. I achive this by limiting the use of words and use images to show the story of the girl, the reason she's being hunted by a monster and why she is heading to the school roof.

Originally, the idea was a girl in a post-apocalyptic world hiding from monsters that are hunting her, with inspiration from games such as Little Nightmares and Limbo, I also thought of the girl going through a town, but due to limited time on my assignment, I ended up sticking to a school.

interaction family.png
interaton Amath.png
interaction apple.png
Interaction Poet.png

(Four of the Interactable Interpertations that tell who the character is.)

Stealth System

This game aimed to create a 2D, side-scrolling, stealth horror. The unique idea being the use of lockers to bypass the monster as well as hiding from it.

How the monster works is the use of detection for the player, it starts with petrolling, going from one spot to the next, with spots being fixed and randomised. An invisible collision trigger is placed away from the monster, if the player triggers the collision, then the monster will start chasing the player, and will keep going until it leaves the detection area or hide in a locker.

detection exsample.png

(Visual example of the monster's detection range.)

monster function.png

(Graph of the Monster's behavour.)

An issue I encountered was the fact that the detection was invisible, meaning the player could accidentally trigger the monster without a chance of escape.

To make the game fair, I also worked with audio so the player knows the monster is nearby and acts before they get detected.

Level Design

Once I got the game design and the stealth system down, I wanted to ensure that there are many levels for the player to go to, so I created floors, each having its own difficulty. Some are there for story purposes while others give the player a challenge and reason to progress through the game.

Before making the scenes, I had to design the levels, so I created blueprints on how each level should player out.

blueprints 1-3.png
blueprints classrooms.png

Legend:

Green-filled square - Player's Starting Point

Red Triangle - Monster's Starting Point

Orange Square - Lockers

Yellow Square - Exit to next level

Blue and red diamond - Monster's petrol Points

Grey Square - Interactable doors

Blue Circle - Interactable

blueprints Endgame.png

When I'm Gone...

When I’m Gone… is a 2D side-scrolling horror game, where you play as a girl in an abandoned school, trapped inside with a monster lurking in every hallway, with the only way out to escape, the girl has to reach to the roof so she can be free.

There is, however, deeper meaning in this school, reflections and messages drove her to her breaking point.

There is only one option…

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