AKUMA NO MORI
About The Game:
Team: Flat Sushi
Project Duration: April - June 2016
Engine: Unreal Engine 4
Platform: PC
Website: https://ghosty-eilish.itch.io/akuma-no-mori
"Akuma No Mori" was intended to convey a feeling of unease to the player, in order to act as an allegory for early adulthood. The player would take control over a human-like character that would explore an uncanny and disturbing world, collecting plants that would trigger memories, providing the purpose of their quest. This game was developed by a team of 7 people within 8 weeks.
Project Duration: April - June 2016
Engine: Unreal Engine 4
Platform: PC
Website: https://ghosty-eilish.itch.io/akuma-no-mori
"Akuma No Mori" was intended to convey a feeling of unease to the player, in order to act as an allegory for early adulthood. The player would take control over a human-like character that would explore an uncanny and disturbing world, collecting plants that would trigger memories, providing the purpose of their quest. This game was developed by a team of 7 people within 8 weeks.
My Contribution:
- Building the final area in the game
- Design narrative elements & their delivery methods
- Defining the flow of the game
- Creating particle systems
- Bug Tracking and fixing
- Research into framing key game elements
- Research into creating a meaningful experience, by using a limited set of mechanics