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PIC-A-BOO

GameJam Project

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PROJECT OVERVIEW

Take a ride on the spooky coaster!
This old ride has been here for ages, there's nothing paranormal to worry about, unless you're scared of shoddy craftmanship. But just to be safe, make sure to bring your camera, I hear ghosts are quite camerashy.
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Using: Using 2021.3.4f1

Genre: Light Gun

Personal focus: Lead Design
 

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PERSONAL INVOLVEMENT

After working on a major project and some major life updates, with graduation and empolyment. I was incredibly excited to jump into a smaller project again.
I was ready to re-familiarise myself with game development, Concepting game ideas and building greyboxes.

PLANNING

We had to build the game to be played on the light gun, which in reality is just another way of moving the mouse cursor.
We had to plan the game around the fact that the player won't be able to move around very freely.

Our inspiration for this title was mainly the arcade rail shooter genre. House of the dead and Time Crisis  series' were big inspirations to us.

With the Genre decided, we next went for a theme.
We figured that a lot of the other teams would do shooting with a gun, but we wanted to differenciate our title from them, so we decided on another thing that "shoots", a camera.

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With our initial ideas in place, we began concepting.

We came up with the idea of capturing ghosts in a haunted mansion. The art team spent a considerable amount of time figuring out the aethestic style, deciding on a low poly pixel style, as well as concepting how the ghosts will look.

While this was happening, I began greyboxing.
Inspired by Clue. Luigi's Mansion and similar theme park attraction, I began scoping out an enviroment, allowing the team to get an idea of scope.

Our programming team were able to build a shooting system, as well as an IK system to move the camera around the screen.

Set Dressing was a joint effort, with the whole team coming together to build on the greybox, with me putting down the initial deisgn, the programmers changing the layout to suit spawns and the artists adding that extra flare.

Final Review

The game was built in 3.5 Days, with a lot of us working full time while collaborating. We were unable to put a lot of mechanics or additional things we had planned for, but we polished what we had as much as we could, and we're incredibly proud of the result.

The layout I had built worked incredibly well, leading the player down an interesting showcase of interesting setpieces. As well as the Menuing and Audio work, which helped hold the package together.

We won the "most innovative" award for the most unique use of the LightGun. Which you can see in the video below

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