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Toddlerhood Room detials – Linteng

The life stage in this room is toddlerhood. This room has a variety of toys and legos. Also, this room is different from other rooms, it is really huge, so that the player is only the height as a lego brick inside the room.

Players need to climb over the hills of these blocks, climb up the storage box, then jump on the top of the stool and then climb over another mountain of blocks, and finally climb onto the bed to get the key item.

During this period, players can use the Rubik’s Cube on the ground, push it and fill up the “gully”; they can also use the Lego blocks around them to build a simple “bridge”

Linteng Room of Mid adulthood

 

The background design of this room is set in the mid-adulthood, and the main workplace is a narrow office. During work, he received an email with an attached Alzheimer’s examination form. This room is the final stage of the plot and a key room that highlights the theme.

Room Design

The design of this room retains a portion of the original theme, which was based on the “blind theme” (now the game is based on Alzheimer’s disease).

Game Play Design–Sonic Radar System

I have designed this room to be completely dark, and when players scan the room (using a soundwave and echo effect), the items in the room are briefly displayed in wireframe form. Players need to constantly scan the room to figure out their position and the layout of the room.

reference effect-

final effect-

Thanks to Roger for his help in implementing this effect!

 

Room Theme Concept(part4)

Room 1

Keywords: Virtual world, Abstract
Visual effects concept:
The whole scene is in a dark atmosphere
As shown in the reference image, the interior of the room is near total darkness with no walls around it and no clear shapes, the only thing that exists in the room are the doors in and out of the room and the broken planes underneath the feet. I think this particle effect will make for a great visual experience.

Game Mechanics:
The forms of models in this room may be displayed as point clouds. The room was completely dark, with only the surface composed of glowing dots. At the same time, the key prop of this room “hourglass” will be hidden in these dotted planes, and only when the player follows the sound to find the position of it, the hourglass will be rendered as a solid model.
Different from the other rooms, players are able to free from the 2D ground here and follow the 3D surround sound to move back and forth as well as up and down in the room.

Point Cloud:

Room 2

Keywords: Technology, Luminous
Visual effects concept:
Object edge glow (Contour luminous)
The effect is similar to the object edge highlighting effect in the image and is achieved using the Unity engine’s Vfx shader effect by expanding the model’s normals outwards. This effect is relatively easy to achieve and visually striking. I am testing the possibility of adding a radar scan-like effect to the room, this is similar to the diffusion of sound waves and fits in with the main interaction of the game – dealing with sound.

Game Mechanics:
This room is also dark, in this room players can grab some small cubes to throw. When the cubes hit the floor and walls, there will be a loud sound, while a circular ripple similar to sound waves and radar will spread out, briefly lighting up the environment around the point of impact. Players constantly throw stones to familiarize themselves with the room’s structure and find the exit.

Reference:The Unfinished Swan

Room 3

Keywords: Hand-drawn style, cartoon-rendered style, contour lines
Visual effects concept
The effect of this room can be approached in a 2D rendering style, unlike other rooms using the PBR workflow, the model in the room will not have a lot of color variation and reflections, but instead the color of the object’s own grain and the color of the shadows, meaning that a model will only have two colors, while contour lines are added to mimic the feel of hand-drawn lines.

 

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