Download the build here.
This was developed as part of my honours project, which is focused on the topic of short-form interactive experiences and the design specifics behind time-constricted meaningful gameplay. (Read Dissertation)
The idea of this piece was to elicit worry in players, attempting to achieve this through the uncertainty of someone knocking on your front door. As such, I created this experience to test how players would react to the various interactive elements of such an uncertain setting, borrowing ideas from the way various text adventure games present their world (Adam Cadre’s 9:05 being a big inspiration).
The game’s backbone is handled via Unreal Engine 4’s Blueprints, with all environment props being made in Maya. I also used Blender for creating the character model along with doing all rigging and animations.