top of page

Whisper of the Forsaken

The project, titled Whisper of the Forsaken, was developed by a two-person team where I served as the lead developer and primary coder. Utilizing tools such as Unity, Photoshop, Trello, and Discord, my main goal was to create an immersive survival horror experience. Throughout the project, I tackled challenges associated with working to a strict deadline, coordinating remotely with my team, and managing differing time constraints. These elements required efficient communication, adaptability, and careful prioritization of tasks to ensure that all critical features were implemented on time for an effective horror experience.

Role

Lead Developer/Coder

team size 

2 person

development time

2 week

Game Engine

Unity

Genre

survival horror

Technologies used

image.png

Unity

image.png

C#

image.png

GIT

image.png

Photoshop

image.png

Team's

image.png

Trello

Theme/Story 

The player arrives at the site of a mysterious outbreak, where a zombie infestation has overtaken the area. Their objective is to explore the environment, piece together clues, and uncover the origin of the outbreak, all while surviving relentless attacks from the undead.

Role and Responsibilities

As the lead developer and coder for Whisper of the Forsaken, I spearheaded the design and implementation of core gameplay systems using C#, working closely with my teammate to meet our project goals. My responsibilities covered a wide range of essential features that shaped the player experience, including the creation of detailed player movement mechanics, the development of challenging AI behavior, and the management of user interface elements. By focusing on these areas, I ensured that every aspect of the game contributed to an immersive and cohesive survival horror experience.

Design Process

In developing Whisper of the Forsaken, we followed a five-step design process, which we will elaborate on throughout this project. Each phase was crucial in shaping the game's mechanics, systems, and overall player experience.

1

DESGIN DOCUMENT

prototyping

rought blockout/coding

2

3

refinement of code and level design 

4

passover and feedback

5

Design Document

The initial step in the design process was crafting the Game Design Document (GDD) for Whisper of the Forsaken, where we organized our initial ideas and planned out the essential features. This document served as a blueprint, outlining the core gameplay mechanics and establishing a clear vision of how the game would function. It provided direction on the player experience and interaction goals, setting the foundation for the development process and ensuring that each subsequent phase aligned with our overall vision.

Core Game Pillars

  • responsive third person character

  • Responsive AI

  • ​ruined world environment 

  • exploration 

Gameplay Breakdown

The core gameplay loop in Whisper of the Forsaken requires players to explore a detailed level in search of clues leading to the source of a mysterious outbreak. As they progress, players must loot for supplies to bolster their chances of survival and engage in tense combat encounters against the undead, all while managing limited resources to maintain an atmosphere of suspense and strategy.

Explore Ruins

Find ancient artifacts

Fight enemy's

find loot

bottom of page