Artifice

Platform: Unity

Completed: October 2021

Team Size: 4

Link: ricerogue.itch.io/artifice

The initial level begins without any monsters activated, to familiarize players with their surroundings and the different tools around them. This also allows for exploration and testing using finding the flashlight and using it.

Developed with Iris Oh (3D Modeling), May Li (programming and project management), Apple Li (narrative writer and 2D artist), and me (Programming), Artifice was developed as an iteration of another classmate's similar survival horror prototype with a living painting.

As the lead programmer, I focused on the implementation of team-made assets and general scripting for the enemies, player interactivity, and core gameplay loops. This ranges from all the item interactions, view changes, scene setup, and enemy behavior programming.

The initial two weeks were focused on laying the groundwork for the map and implementing simple monster AI. For the latter two weeks, I incorporated the team's 3D assets (for monsters, environment, and items) into the scene by scripting their interactivity.

Gameplay

Artifice is a 3D Survival Horror Game in which as a museum curator, you must keep the living, violent museum installments under control. Looming sound effects and creeping monsters will aim to increase your heart rate until you die. Try to use your tools to survive this stressful multi-tasking horror.

Center View

Scripted the Portrait Lady to appear at certain, randomized times, with visual cues to hint when she is prepared to attack. Players can also view the clock countdown to when the first encounters would begin.

Left View

The Screaming Sculpture was designed to make distorted weeping at certain intervals of time, distracting players from other important audio cues. 

Additionally, these screams increase your heart rate, pushing you toward death. The headphones are an added mechanic to combat this at the cost of audio queues.

Right View

The Artists Statue slowly moves towards players when they aren’t looking their way. Sound cues and visual attention are crucial for players to be able to defend themselves as the statue moves its way toward them.

Scare Screens

Jump scares were also designed and implemented upon death by certain creatures. This ultimately culminates, when the Artists Statue and the Portrait Lady get too close to players, their heart rate rises too much and they are welcomed with a scare (screens designed by Apple Li).