escaping nox station

 
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MY CONTRIBUTIONS

*  Spent three weeks designing and refining the bridge level of Nox Station.

*  Wrote the game
(including script for voice over)

*  Collaborated with fellow designers and programmers to create fun mechanics that felt intuitive in VR

MY EXPERIENCE ON THE PROJECT

-My Role as Level Designer-
Each designer took charge of one level on Nox Station and discussed how to create an overarching story that connected the levels through gameplay.

I designed and built the bridge level, the final level where the player would have to escape the Monster and gain access to the escape pods to flee the station.

There were several iterations, the first using probuilder to create the bridge, and the last using assets from the asset store to conform the look of all three levels.

The podbay was originally going to be a seperate level, but was added to my bridge to stop the game from bloating beyond our initial scope.
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-My Role as Narrative Designer-
In the bridge level, my narrative design was all about building the horror atmosphere.

I created some winding corridors with red emergency lights, the red adding a threatening feeling to the atmosphere, and making the silhouette of the monster more menacing. I contrasted this with white light in areas of safety.

Within the level, I added some corpses to the hallway to make it clear that the monster had struck before.
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-My Role as Writer-
As writer on the game I discussed what kind of story we wanted to tell in the game with other members of the team, and we decided we wanted to contrast the horror with some humour- which is encountered within the elevators Artificial Intelligence between each level.

These pieces of humour punctuate the horror elements to make them stronger, and is reminiscient of some of the AI in pop culture that have a dash of sarcasm.

Most of my writing was contextualising the gameplay, keeping our voice actor in mind.