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The Arkham Incident

First-person
Exploration
Puzzle
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Made in
1 month
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A game where you explore and find a way to escape Arkham

ROLE : System Designer/Progammer

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CONTEXT

The Arkham Incident is a workshop project made in the context of my 2nd year of my 2nd Game Design bachelor. It was made in 1 month with Unity 6 and a group of 4 people for the Game Design part.

The theme was to make a game taking place in the Batman Universe with a strong emphasis on narrative.

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In this game, you play as a prisoner of the Arkham Asylum and you try to escape after an incident which freed everyone from their cells.

You therefore explore, find objects and clues to help you find a way out.​​

GAME DESIGN

Since the game was supposed to be focused on the narrative aspect, we thought that an exploration game with puzzles could fit perfectly.

Then, for the setting, we decided to go with the Arkham Asylum, because it's an emblematic place of the Batman Universe that could allow us to show lots of villains.

We didn't want to include Batman because we thought it was too predictable, too classic. Using the Batman villains seemed more appropriate, more challenging and more interesting to talk about the franchise's universe.

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The gameplay is therefore simple : the player can walk around, inspect objects and interact to resolve puzzles and find a way out.

Mechanics

Movement

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As usual when designing first-person game, I designed a simple walking mechanic with head bobbing to add to the immersion.

There's also a crouch mechanic, allowing the player to fit through vents and see through the hole in doors.

Inspect

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The game being focused on interacting with the environnement, we thought that implementing an inspect mechanic was perfect so the player could look for clues when manipulating objects.
The FOV changes and there's a depth of field effect when inspecting an object as a feedback to indicate that you are in the inspect mode.


The funny thing was with the manipulation mechanic when inspecting and the direction you have to move your mouse to rotate the object.
For some people, it seemed more intuitive with inverted controls, so we added a check box in the options !

Grab

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As said before, there are grabbable objects, this mechanic being useful for the player to move objects around like keys, cassettes or badges.
The object moves itself in the bottom right of the screen to indicate that it's being hold in the "inventory", while objects being inspected stay in the middle.


At the start, for grabbable objects, the player had to first inspect them, then grab them with "E". But with playtests, we found out that is wasn't convenient, so we added the option to directly grab an object with "E" so the interaction felt smoother.

Interact

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For the player to be able to resolve puzzles, we needed to add a global interaction mechanic.
This one is very simple : there are interactable objects and the player can Left Click to interact with them.
Though, such a simple mechanic allowed me to design lots of unique interactions :
- cassettes and radio-cassette player : you can find cassettes and bring them to a player to listen to lore-related information or clues to progress.
- badges and badge scanner : you can find badges and bring them to scanners to unlock doors.
- keypads : you can enter a code to unlock doors.
and so on...

For the last two, I made alternate versions of them to add a twist.
The twist in puzzle game is an advice I read somewhere consisting in using a mechanic in unexpected ways to break expectations from the player and bring novelty.

So for the badges, there are two versions : a magnetised one, and a demagnetised. The latter brings the player to find a badge magnetizer to activate it again.

For the keypad, there are three versions :
- deactivated : brings the player to activate it via an electricity meter.
- uses letters instead of numbers.
- has a missing button.
Having unique twists for each puzzle was great to characterize each one so player could tell what would they need to do.
 

Gameplay video

Post mortem

This project was the first one on which I actively worked as a programmer and as scary as it seemed, I'm really proud of what I accomplished in a month while working on the system design in parralel.
Though, if I had to make this project again, I'd focus more on delivering more interesting twists on existsing mechanics because in the current state, some of them didn't seem like a good idea like the demagnetised badge that was just one more step for the player to activate it.

Credits

System Designer/Sound Designer/Programmer - Baurain Ilan (me)
Narrative Designer/Programmer - Lamiri Ilian
UI Designer/Programmer - Valide Jun
Narrative Designer/Level Designer - Mialon Chloé
3D artist - Cherchari Anaïs
3D artist - Heim-Albuerne Esther
3D artist - Valery Mahée
3D artist - Carrere Romane
3D artist - Varin Lucas

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