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a game by the Royal Society…

(of putting things on top of other things)

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Stumbling into a rundown bar on a whim, you set out to explore the surroundings only to find the bartender, patiently waiting for anyone to enter his establishment.

After hearing the tale of what happened to the once vibrant and busy bar, he asks you to complete one task, and gives you a ticket back to the past!

Spooktale is a light narrative driven puzzle game, which tasks the player to complete their goal (unlocking the bar tenders safe) by interacting with and searching the environment!

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Bevan Guest

Lead Producer, Lead Designer, Lead Programer

Bevan.Guest@hotmail.com

bevoishot#5689

Hantao Jian

3D Artist, Character Designer

hjianvincent@gmail.com

Not Han#9989

Jen Figliola

3D Artist, Concept Artist, Writer

jennifer.cara220@gmail.com

Meeka#7980

Zach Bradford

3D Artist, Technical Artist

zachb9224@gmail.com

Cemetery_Jones#9144

Bella Carrafa

Secondary Producer,

Programmer, Narrative Designer

isabella6701@gmail.com

Starrr95#6359

the

team

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about spooktale

Target audience:

Our target audience for the game is 15+ year old gamers who specifically like puzzle games and problem solving!

Spooktale Contains:

  • Vibrant cutscenes
  • Time Travel mechanics used to solve puzzles and collect clues
  • Lively characters
  • Fun interactions

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gameplay

Talk to the bartender!

Take a trip to the past!

Collect information and clues from the patrons of the bar!

Travel back to the present to attempt to unlock the safe!

Unlock the safe!

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inspirations

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DESIGN GOALS��- To create a short but visually pleasing and high quality game to showcase all our experience and talents.

- Create a game that engages the player into the narrative and world.

our goals

TEAM GOALS

- To be able to cover each other's weaknesses and help boost each others strengths.

- To build more collaboration and communication skills to be able to understand ideas from one department, to another.

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the evolution of

The original concept of the game was an incredibly heavy narrative driven game, which sought out to tackle topics such as mental health through environmental storytelling and abstraction.

This scoping made the narrative feel lost.

We began to realise that the time provided was not going to allow us to tell the story.

Originally we were going to tell the story through multiple settings.

Decided to scope the game down into a bar setting, and use shaders and code to transition between and depict different mental states.

Concept art by Han and Jen, Blender and Shader work by Zach

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the evolution of

We assessed what we had made so far, and changed the concept into something new! Thus, the concept of Spooktale was born!

Focused on creating an experience through interactions with NPCs and environment.

The bar environment and assets remained.

All assets used to depict change in mental state (shaders and code) were now used to depict past / present.

cont.

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the evolution of

We then decided to use dialogue to tell more of a story! ��Now the player had to set out to help the bartender with his safe code through narrative and puzzle mechanics.

Overall, while far from our original concepts, we could not be more proud of what our game became!

This gave the players a bit more of a purpose and cause for exploration.

end.

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our production processes

What went wrong?

- Originally we were a bit unclear on what roles and areas we wanted to work on in the games first concept (prior to the re-design)

- The original concept was too vague and underdeveloped and wasn’t something that would be suited to be developed under the tight deadlines of GDS 6.

- We wasted development time first attempting to first understand how to make it into a game, overscoping dramatically, and then trying to develop it into something for a smaller scale.

- This caused an unclear vision for the project. Which meant we did have to reassess the course and concept of our game.

What would we do differently if we did the project again?

- Create safe channels of communication to better talk to one another.

- Work on a concept that is suited to all of us from the start, and that were all equally excited to work on.

- Develop the concept fully before starting production.

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our production processes

So…. What went well?

- Once we found our footing we began to have an incredibly clear idea on what we wanted the game to be!��- Our production line began to run smoothly. It was clear who did what and our tasks were better delegated and managed.

- We were able to adjust our workflow meaning that all 3D modelers were using the same program (maya), and texturing was all able to be done in substance designer.

- This all meant that people were less strained over multiple jobs.��- We were able to make a game we are proud of.

What would we add to the game if we had more time?

- If we had more time it would've been lovely to have unique music composed for the game.

- Animate the ghosts more! Give them unique animations when interacting with specific ones

- More polish!!!

cont.

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thank you!