Clock Game Project
Overview
For my honours project I have chosen to create a 3D Horror
Game. The player plays the role of a small girl who has woken up in the middle
of the night and has ventured out of her bedroom. The art style for the bedroom
is simple and colourful in style and but this changes as the player ventures
further out towards the dining room. The main room for gameplay is a dining
room which takes inspiration from the German Expressionist movement. Dimensions
and structures are warped and crooked to play up the fear of the child at night,
alone and strangeness of her house in the dark.
Gameplay revolves around time and the massive grandfather
clock in the dining room. The premise of the game is that the child is scared
most of the clock chiming and believes something bad will happen if she is not
back in the safety of her own room. The player must be back in the child’s
bedroom before the clock chimes for the ‘in game’ hour. During the in game
hours the player must complete 2 mini games in the environment to progress.
These mini games will not be fully implemented in the demo as a programmer
would be required to implement them properly. Further to this, the next stage
has been designed and takes the form of a hub world the player would access the
further levels from.
This games target audience is male and female ages 7 to 30
as there is horror or threat elements but no blood, or death depicted. The
player character does not commit violent acts
and fail states result in the player ‘waking up’ again in the bedroom in
the instance of the first level and at set ‘bed’ check points thereafter. On
publishing a PEGI (Pan European Game Information) rating of 7 would be sought
and released for PC, Xbox One and Playstation 4 platforms.
In the design process of this demo the following tools will
be used…
Microsoft Office
Adobe Photoshop CS5.1
Autodesk Maya 2014
Autodesk Maya 2017
Unreal 4
Mood Boards
Crooked House
Original inspiration. This crooked house was made by my
wife’s father as a Christmas present to her when she was a child.
German Expressionism
The main influence for art style comes from the film ‘The
Cabinet of Doctor Calgiri’ a German expressionist film from 1920’s. The warped
angles, use of light and shadow and angles perfectly convey the perceptions of
a small child in a dark, mysterious environment.
Mood Board 1: Sets
Mood board 2: Lighting
Mood Board 3: Angles
Grandfather Clock
The Grandfather clock will be the main piece of the demo and
provide a theme for the whole game.
This is the Grandfather clock my parents have in their
dining room
Dining Room
Selected as some inspirations for the main room of the demo.
Hallway
The hallway will connect both ‘worlds’ of the demo space
connecting the safety and light of the child’s bedroom at one end with the dark
and abstract dining room at the other.
Furniture
Source images of some typical furniture that may be found in
a dining room.
Dining Room Welsh Dresser
Oversize Furniture
As the player is to be child sized, everything in the
environment will be larger in scale. This effect will be most apparent in the
dining room.
Audio
Audio Mood board
Tracks selected to be used as influence for various aspects for
the games soundtrack. Soundtrack outsourced to a friend Jim Thompson. Jim Has
years of experience song writing and editing and will be using the production
program Ableton to record and edit.
Fever Ray: If I had a Heart
Features: General feel, minimal, pulsing
https://www.youtube.com/watch?v=EBAzlNJonO8
Saw Soundtrack
Features: held notes ending with noticeably different lower
note.
https://www.youtube.com/watch?v=hWaNoK3gN6M
Jaws theme
Features: Bass notes suggesting the movement of shark
https://www.youtube.com/watch?v=A9QTSyLwd4w
Halloween soundtrack
Features: bass line feel, Long notes
https://www.youtube.com/watch?v=RIFoJf3Maik
Horror piano theme 4
Features: disjointed and ‘offness’ of piano line
https://www.youtube.com/watch?v=RIFoJf3Maik
Meetings
At our first meeting Jim played a simple piano melody that
he thought we could use as the basis of the sound track. We experimented with
it building it in layers for a couple of hours and in the end has something we
both thought was suitable. Jim said he would tweak it a bit more then we could
meet for the final cut.
On our second meeting
we made some slight changes and it was finished. On request Jim provided the
whole tune and also the tune broke up into sections. At this time how to
implement the music had not been to clear so having the sections that would basically
loop seemed a good plan.
Audio Final
Screen shot showing the Audio channel mixer
Arrangement window
Loop section
Final audio files split the song into 6 parts so as can be
played on a loop with new sections added to fit.
Audio Details
75BPM
6 sections
Section 1.
4 bars. String
1, String 2, Harp
Section 2.
4 bars. String 1, String
2, Harp, Cello, Choir
Section 3.
8 bars. String 1, String
2, Harp, Cello, Choir Piano 1
Section 4.
8 bars String 1, String
2, Harp, Cello, Choir Piano 1 + 2(double time)
Section 5.
8 bars String 1, String
2, Harp, Cello, Choir Piano 1, 2+3(Triple t)
Section 6.
8 bars String 1, String
2, Harp, Cello, Cello 2, Choir Piano 1, 2, 3+4(Quad t)
Audio in demo
The audio has not been fully implemented in the game
properly. This it completely down to me not being able to get it to work, even
following multiple guides. It has become very apparent my lack of understanding
code is adversely effecting this project.
Audio use in game
ART
Drawers
An example of the warped appearance of furniture for the
dining room.
Grandfather Clock shape
Concept for a weird Grandfather clock. Not pursued further
in favour of a more traditional look
Clock as door to next level
Stuffed Toy
(Not used in demo)
Concept for a game mechanic. The Childs toy would play a
large part in the game and act as the main light source for the player. The
idea is that the child would find comfort and courage in the animal. This would
be represented by the light emanating from the toy and the player would use it
to see through the dark.
Screen concept
Childs toy would act as a cypher for the player. Ideally the toys expression would subtly change dependant on the situation. The player would notice the change in the expression reinforcing the mood change and audio cues. If done right this could be very effective. The child would be checking back and forth with the toy for reassurance as would the player. The reliance on the toy as comfort and warning of danger may help with emersion.
Concept Piece
Concept piece.
Game
Concept
A child wakes in the middle of the night. Her bedroom door;
which is usually locked by her parents, lays open. Venturing out she finds the
house changed, especially near the big clock in the dining room. The clock watches her waiting to make its
terrible noise and scare the child back to her bed.
The main game play mechanic centres on the Grandfather
clock. An in game hour lasts around 4 minute’s real time. On the stroke of a
‘game-time’ hour the clock begins moving through the dining room and down the
hall only stopping at the child’s bedroom door. Behind the clock follows a wall
of darkness that consumes everything and if the wall comes in contact with the
player it will reset the game to the starting conditions, the only way to avoid
this is to be back in the safety of the bed room. After the clock has made its
run it will go back to its starting position and the player can once again head
out into the rest of the rooms.
The dining room contains 2 mini games for the child to
solve. The first is a match 2 card game, the other is a scavenger hunt that
tasks the player to find objects in the level to place on various plinths. The
final item found is a key that unlocks the door on the front of the clock. The
idea here is that the child steps into the clock and is taken to a new place.
The concept takes influence from the likes of ‘The lion, the witch and the
wardrobe’ by C.S. Lewis, ‘The Wizard of Oz’ by L. Frank Baum and ‘Alice in
Wonderland’ by Lewis Carroll. The rest of the game would have the child travel
through these new places inside the clock.
Main Components
Grandfather clock
Dining room and furniture
Hallway and furniture
Childs bedroom and furniture
Cards (mini game 1)
Collectable items (mini game 2)
Clutter
Floor Plan
Initial sketches
Concept carried forward
Final Layout
Design
Character
As the player character is a young child,
abilities are restricted. Movement must be slow enough to convey vulnerability
and trepidation but not slow as to be plodding in pace. The ability to run will
also be required.
The character will be able to jump short
distances. This must be kept realistic but allow for some basic platforming
ability.
The character will
have the ability to pick up and carry and drop a single item at a time and
interact with objects/characters/switches/levers in context sensitive
scenarios. No inventory or HUD is
required.
Clock Antagonist
Grandfather
clock mechanic for the first area of the game.
For the main game mechanic effect a copy of the grandfather
clock has been mounted to a block. This block is animated to move through the
level chasing the player consuming the room in darkness as it goes. Once the
clock has reached the bedroom door the animation plays backwards and returns to
its original position out of sight behind the clock in the level.
Possible Game Name
The Clock. Tick. Tick Tock. The Tick Tock. Tick
Tick. Chimes in the Dark.
The Chimes. As the Clock Strikes. Cuckoo. The Grandfather Clock.
In the Night. The House in
the Night. The House at
Night. The Night Clock Chimes.
The Chimes. Shadow of the
Clock. Watch the Clock. Watched By the Clock.
Horror of the Bells. Hells
Bells. The Chimes in the Shadows.
Mini Game 1: Pairs
Card Designs
Early concept for a match 2 card game. Influence taken from
children’s card games like ‘Happy Families’ and children’s story books with
‘sinister’ Tarot type influence.
Card design concepts for a match 2 mini game.
First concept
Implementation
This game has not been
included in the demo due to lack of programming ability. I did endeavour to add
it but could not get it to work after trying several tutorials. I have included
the design details and explanations as it would be intended to be included if
the full game was to be developed.
Mini Game 2: Scavenger Hunt
Item 1: Pyramid
Clue: ‘Some
say the knowledge to build came from above,
Maybe
just the rule of the Ruler below.’
Item 2: Star
Clue: ‘One
of a thousand eyes winking in the dark
To
look back is to travel through time.’
Item 3: Infinity loop
Clue: ‘To wait for the answer is to wait for
forever.’
Item 4: Feather
Clue: ‘Sleek
with its kin, allowing for flight
Elegant,
dancing solo on the breeze.’
Item 5: Key
Clue: ‘Depressed
to sound a note,
You
will not get this one till your 21.’
Placement of plinths and items
Flow Plan
1.
Items will be present in the game from the start but will not be intractable.
2.
On reading the note on the first plinth the first item will be intractable.
3.
Player finds item and presses button to pick it up. (Activates trigger to play
matinee on plinth)
4.
Player returns to plinth interacts to place object on it. (Activates clue on
next plinth)
The last item; the key, will open the door on the front of
the clock and end demo.
Implementation
The items and such
needed for this game have been included in the demo but do not work as
intended. Triggers and animations are present but in trying to program it the
way described in the flow plan proved a lot more difficult. My inability to get
my head around code or even follow and adapt a tutorial is not helping this
demo in any way.
Plinth concepts
Item Models
3D Models
Feather
Key
Pyramid
Star
3D Assets
Furniture and clutter
All assets are being created in Autodesk Maya then being
imported into the Unreal 4 engine.
Bedroom Shelves
Warped Drawers for the dining room
Warped chair for the dining room
Warped door frame for the dining room
Tea cup
Dining room flatware
Rooms
Childs bedroom
Hallway showing warped door to dining room
Dining Room (with Distortions)
Textures
The Dining Room will be in a black and white style made up
of shades a grey and low lighting.
Dining Room
Bed Room
Bright colours to contrast the dining room and convey a
‘safe place’.
Rugs
The floors of the house are to look like old wood. Each floor is the same with a rug covering the bulk of the area. The idea here is to suggest the whole house is the same underneath the decoration. The colours of the child’s bedroom hides its decrepit structure but the bright yellow rug will not be able to hide it all.
Design for Dining Room Rug 2
Changed design for dining room rug to better fit the German
expressionist motif.
Also used for design of dining Room dining set (plates,
dishes etc.…).
Gradient runs from Blue at child’s room end of the hall to
black at dining room End.
Texture for child’s toy
Clock face Texture
Floor Board Texture
Lighting
In the original concept for this game the lighting was to be
minimal outside of the child’s bedroom with actual use of darkness in the
dining room. The concept of using the child’s toy as a light source of light
was dropped so the lighting had to be changed.
Childs Toy (Point light) lighting prototype
The lamp in the child’s room was to act like an inviting
beacon, a symbol of the safety in the dark as the player stood in the dining
room or ran along the hallway like a light at the end of a tunnel.
Lighting Test
Although this lighting gives a nice effect the main subject
of the game is the grandfather clock so adjustments have to be made. Using a
point light on the player character does not let the player see the grandfather
clock move. In brightening up the scene the moving clock can be seen from a
distance approaching the player. It does slightly detract from the uncertainty
of darker environment but the grandfather clock is the centre piece.
For the final lighting a single point light is used in each room. In the bedroom is a lamp, in the hall it is a night light plugged into a socket and in the dining room it is the main roof light. The dining room also has a directional light to highlight the grandfather clock
Demo Images
Front Screens
Sketches
The front, splash screen is to be minimal in design. Shows
the grandfather clock and displays the game name. Instead of the traditional
play and quit options, the player has the choice to wake up or sleep to keep
with the theme of the game.
Quit game confirmation screen.
Although a load screen is not required due to the small size
of the level, one has been added for presentation purposes.
A quote from the Wizard of Oz song ‘Somewhere over the
rainbow’ is used to bring forward the idea that the child may still be
sleeping. This connection should also bring ideas of childhood, other worlds
and the uncertainty of the situation being real.
In Game
Childs Bed
Childs Bedroom
Childs Bedroom from door
Shelves in child’s bedroom
View of hall from child’s bedroom
Hall
View of hall from Dining Room
Dining room from door
Dining Room through hall door
Grandfather clock (Dining Room)
Welsh dresser (Dining Room)
Welsh Dresser and Star Puzzle plinth
The Grandfather clock gives chase…
…through the Dining Room…
…down the Hall...
…to the Bedroom Door.
Hub world
Beyond the Project
Demo
Once the player has collected the key and entered the clock
the next level is a hub to further areas.
In this area a clock/time motif is used as the player has
now entered the world of the grandfather clock. It carries over the black and
white colour scheme of the dining room but not the warped geometry. In a complete turnaround from the previous
level, the black and white hub world is now the safe area and the doors off of
this area would lead to brightly coloured levels using the style of German
Expressionism in the geometry.
The hub world would be a central platform with various clock
themed paths leading to different doors to different worlds/levels.
Hub Level Concepts
Hub Platform Obstacles
Hub Level Final Concept
Sketch
The centre platform holds the same furniture of the child’s room from the first section. If the player enters a fail state from here on in the game, the player will respawn here. To access further levels the player must pass the obstacles on the path to the world door.
The obstacles will be…
1. Path with swinging pendulums that may knock the player off the path.
2. Turning platforms in the form of sand timers the player must correctly time.
3. A sloped path that has cuckoos fired from side to the other. Players must time correctly to proceed.
4. Turning platforms like clock hands. Players must await the hands to be in the correct position to move forward
3D Models
Sand timer and Cuckoo housing
Clock Hand Platform and entrance stairs
Pendulum and cuckoo
Doors
Doors to the further levels
Obstacle paths
Cuckoo Path
Pendulum Path
Sand Timer Path
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