Four Rooms
In an abandoned mansion, a mannequin is brought to life. Some furniture of this house is alive, guarding the memories of the former owner in masks. Once every life is taken and every memory gathered, the mannequin will be aware of how twisted the reality was, and why his life may not be the result of casuality.

Role in this project

As a university project, the four developers of the game were required to work on every aspect of the developing process. Thus, I made the AI, some models, textures, mechanics, rigging, animations...

The game started with a story I wrote. The team liked the idea, and we started iterating the plot. Once we came with an idea we liked -a haunted house with masked furniture-, I started working as the Main Narrative Designer, and by consulting with the team, we fixed the plot. 

Then we moved on to make the Game Design Concept. Through brainstorming, dotmocracy and other types of design dynamics, we set every task we have to work on. 

We started programming the AI to test the game feel in a prototype. Gradually, we added the final models, textures, illumination... until the final version was done. In this very case, as each one had to participate in every aspect, there was not a specific role for anyone.
Vídeo Alpha Four Rooms
Four Rooms
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