đź”— Erinyes’ itch.io page

Introduction

As part of my second Master’s degree in Video Game Engineering, we had a final-year project to complete within four months. The aim was to bring together the three departments (Master’s 2 in Video Game Engineering, Professional Bachelor’s in Game/Level Design, and Professional Bachelor’s in 3D modeling) of the Gamagora programme to form groups of around a dozen people and create “fake” studios.

About

Welcome to the Montagu Theatre.

You are the ghost of an actress who was recently murdered. You must explore your theatre, search for clues and decide which member of the acting troupe should be the victim of your vengeance. Will you be strong enough to solve this mystery without letting anger and rage drive you mad?

Wander through your ephemeral theatre, search for clues, eavesdrop at doors and let the goddesses of vengeance guide you to deliver your own brand of justice.

We set out to develop a narrative puzzle game based on the world of the avenging deities of Greek mythology, the Erinyes.

To achieve greater realism in the character’s emotions, we took the risk of using Metahuman and its motion capture technology in a context that differs from its usual application. Indeed, we have a stylised art direction inspired by Tim Burton’s film Corpse Bride. The use of Metahuman technology goes hand in hand with the use of the Unreal Engine

My contribution :

In this project, I took on the role of facilitator/mediator, as well as Gameplay & Tool Programmer. I was also responsible for Agile project management and Git, working in tandem with Tom KOWAL–PICCHI.

Among other things, I was responsible for, though not exclusively :

  • Selecting the dialogue system and customising it by creating custom events for our narrative designer
  • Creating the “simplified/centralised” interaction system between the various in-game objects
  • Creating the game’s opening animation
  • The Blueprint enabling the transition between the various Post-Process Volumes in the game
  • The entire mechanism for the clue carousel and clue board in the mental room
  • The integration of certain UI elements

Conclusion

The Erynies project allowed us to experience something very close to what we might encounter as employees in a video game studio, whilst still being an educational student project. For a student project, we would have liked a few more months work, but we’re still pleased with what we’ve achieved. The team I worked with was absolutely brilliant and there was a great atmosphere ! I really enjoyed myself and was able to improve my skills in Unreal Engine