Omertà
Project Type : Personal / University project
Software Used : Unity 3D
Language Used : C#
Primary Role(s) : Game / Level Designer
Introduction :
The player embodies a series of characters all seeking revenge in a film noir universe, where they oppose the Mafia that dominates the city. The main mechanics of the Rail Shooter are revisited in an innovative experience.
Project Context :
During my 4th year at ICAN, our class (composed of 9 individuals) undertook a project on the theme of rail shooters using the Unity 3D engine, in just one month. We organized our team considering each person's skills, thus optimizing tasks. The Covid pandemic forced us to work online, conducting our meetings and project progress discussions remotely. I was responsible for leading the game design and level design team, while presenting progress in these areas to our classmates.
Project Objective :
Omertà is a first-person rail shooter game. In this game, the player faces slow-motion shooting sequences, forcing them to analyze rooms and eliminate enemies in a prioritized order. The time-slowing skill allows defeating increasingly formidable enemy waves.
Several intentions guided the development :
Shooting mechanics on a fixed screen offering a high precision challenge.
A universe inspired by film noir, evoking atmospheres akin to Sin City.
Artificial intelligence reacting to player choices and simulating human reactions.
A destructible environment favoring gameplay strategies and inflicting area damage.
Project Description :
Given the rail-shooter format, emphasis was placed on shooting mechanics and the experience felt when pulling the trigger. The slow-motion mechanic, activatable by the player, was also explored. Tests led to a satisfactory version of the prototype, enhanced by visual and sound feedback to express our intentions through the universe while respecting our design.
Issues Encountered and Solutions Implemented :
This project marked my first experience collaborating with a large number of people. Major challenges arose during my presentations of the game/level design team's progress. It was crucial to garner everyone's approval and explain in detail why our vision was more relevant after thorough analysis. I had to develop strong arguments to optimize our production time and anticipate my classmates' questions.
Conclusion :
Despite the communication and organizational difficulties related to the Covid pandemic, it was a rewarding challenge. Working on a rail shooter for the first time was a perfect opportunity that resulted in a satisfying project.