Overview
Genre: Educational Adventure, Horror
Mode: Single Player
Setting/Timeline: Camp in the Woods, 2016
Duration: 10 minutes
Software: Unreal Engine 5, Maya
Inspiration: Film Behind The Scenes Process, Cabin in The Woods, The Blackening, The Quarry
Game Pitch: Work as a PA on a horror production while simultaneously trying to solve a string of mysteries behind the camera.
Summary: The player, Cleo, works as a production assisstant on a horror comedy film about characters being targeted while the actors and crew members are being targeted in real life. Cleo is alone in her suspicions of everyone being in danger so she has to search for clues while contributing to the production.
Level Overview
Objective
Use the golf cart to drive to the gym and pick up the set designer, Cathryn Lowe, then drive her back to set to fix the problem.
Steps 1-4
1 - Watch the "Run" cutscene
2 - Investigate noise and speak to a few people
3 - Grab the golf cart and drive to the gym in section 5
4 - Pick up the set designer and drive back to set in section 2
Pre-Production Process
References
Most of the references are from layouts of summer camps. I mostly researched camps by the water and far out in the woods.
For film references, most come from personal experiences and videos about what happens behind the camera. I have a playlist dedicated to learning about every job on set and how they work together.
This continues to be an ongoing process because there are a lot of tools, equipment, and specific settings that are used that I continue to learn in order to correctly showcase.
These are a few websites that will help explain film positions and job titles that will be included.
Narrative
The best way to describe this game is by calling it a story inside a story. The first script is entitled "Run" which is the name of the movie being shot and the second script is entitled "Behind the Scenes" or "BTS" which is the game itself.
"Run" is about 8 kids who get stranded at a camp after their car breaks down and are being hunted by people in the woods. It makes fun of horror movie troupes and sterotypes in these characters.
“Behind the Scenes” is about the work environment that goes on when making the film "Run." Things on set are being manipulated and the player is trying to figure out who is doing it while avoiding being fired.
It gives off a chaotic rushed feeling to demonstrate an unorganized film setting that the character is trying to hold together. Players are given the chance to use logistical thinking while sinister things going on, making the player doubt themselves.
Adding the film “Run” further demonstrates the disordered work environment because it’s difficult to differentiate what’s real and what’s fake. With the main story focused on mystery and the sub-story being horror comedy, seeing the different perspectives together gives off a deceptive atmosphere to make the player paranoid.
Twine and XD
I started in XD to show a summary of gameplay and mechanics but mostly work in Twine to keep the separate stories organized.
Pacing
"Run" scenes never change, but "BTS" shows gameplay, character quests, goals, and directions. An example would be the actors are filming scene 7 and the player is able to leave and complete multiple different tasks over the course of 20 minutes while the same scene is still being filmed.
Playable Character
Cleo
The player takes control of a Production Assisstant named Cleo, who has ADHD with multiple "voices" in her head about constantly multitasking. She has overwhelming internalized monologues to throw the player off balance while trying to stay focused and get all tasks done.
Her style is very simple mostly dark clothing that changes every chapter that is a different film day. To simplify it can be the same clothes just a different color.
NPC
Crew
Majority of the crew wear moderately dark clothing but some wear "brighter" colors like white or grey. The crew are in charge of giving the player tasks and missions. Each NPC has a specific job and rarely goes anywhere else.
Actors
The actors also stay in one space on set, when they leave they go to unenterable trailers. Their clothing stays the same the entire game because the "Run" script has them wearing the same outfits throughout.
Characters
The characters are stereotypes from horror movie troupes in personality but act the complete opposite when in danger.
The skeptic (believes nothing, rational) = Hysteric Scaredy cat
Cheerleader/Pretty one/Damsel/Vain = Runner and a fighter
Dumb Nice Jock= Makes Smart Decisions/won't help others/ won't sacrifice himself/paranoid/runner
Nerd = stronger than Jock
Cheerleader/Pretty one/Damsel/Vain = Runner and a fighter
Dumb Nice Jock= Makes Smart Decisions/won't help others/ won't sacrifice himself/paranoid/runner
Nerd = stronger than Jock
The hysteric (scared) = The Hunter
The Bad Girl (annoyed)(mean girl) = Most Caring tries to save everyone
Chill Minds her own business = The pawn/Curious (Finds danger)
The token (dies first) = The final girl = always in danger always gets out
The Bad Girl (annoyed)(mean girl) = Most Caring tries to save everyone
Chill Minds her own business = The pawn/Curious (Finds danger)
The token (dies first) = The final girl = always in danger always gets out
Level Layout
When creating the layout, I researched activities that summer camps provide and listed all that may potentially be a good location that connected well with the narrative. From this, I created the interior for a few buildings then measured the size and distance relative to the entire camp size. They were divided by location and sections for the film crew to follow then again adjusted by scale once placed in engine.
Production Process
Blockout
Measurements & 3d Modeling
I modeled everything in Maya because I found it easier for measurements and organization when importing to Unreal Engine. It also helped to differentiate details for the film equipment so it will easier to connect the mechanics with specific equipment.
To measure the entire map, I imported the layout, created paths (sidewalks), and adjusted the distance by flying through and running as the player.
Points of Interest
Points of Interest are shown highlighted on a map and on the screen once the player confirms the quest/mission to go on. An arrow directs the player to a specific object they have to go to if they are close, but does not appear for distances. Only the map is highlighted for traveling locations.
Visual Language
All buildings are white, the sidewalks/paths are grey, ramps are brown. The light green areas are to be filled with grass and trees, although it will still be traverseable. The dark green areas shows elevated ground, this is usually where the buildings are.
Traversal
As a result of some ground and building being raised, the player is forced to go around certain locations and restrict them from taking shortcuts. This is mostly shown when driving the golf cart and having to travel up the ramps.
Mechanics
Mechanic Description
The player has to gather evidence while working as a Porduction Assisstant (PA) by taking control of crew's daily activities.
This includes learning about camera angles, camera operation and takes, lighting, sound mixing, hair and makeup, stunt work, actors, producers, and directors. The PA's job is to do the cast and crew's duties when someone "steps" away and asks her to take over.
The player is "glued" to a location once accepting to take over.
Traversal
The player is free to walk around, but because of the long distance a golf cart will be used for majority of traveling purposes.
If the player tries to leave the set before the day is over they are fired for leaving the set early and have to restart from the checkpoint.
Player "Damage" and Duties
Players can get fired for messing up at any point and will have to reset from the checkpoint. To prevent this, they are encouraged to walk around and learn about key functions on set before accepting mutlple tasks at once. The inventory also helps players look up and quickly learn about daily duties which can also help with the player's internalized investigation.
Tasks with crew:
Work with Cinematographer – Deliver camera lens and camera cards to the right people
Gain “Security Footage” and view timestamps for time in question
Gain “Security Footage” and view timestamps for time in question
Work Script Supervisor – Categorize Shot list, stay on time schedule
Correlate the times and dates for where the suspects were at the time of a disappearance
Correlate the times and dates for where the suspects were at the time of a disappearance
Work with Key Grip – Help position the lighting
Shine a new “light” on evidence that couldn’t be seen in the dark
Shine a new “light” on evidence that couldn’t be seen in the dark
Work with makeup artist– Give actors touch ups and work with stunt coordinator
Learn the difference between accidental injuries, along with fake vs. real blood
Learn the difference between accidental injuries, along with fake vs. real blood
Work with Sound Mixer – Test Sound
Work as a Stand In – Stand in for actor
Work with Director – Keep track of notes for post production
Work as a Stand In – Stand in for actor
Work with Director – Keep track of notes for post production
Widgets & UI
Players have to use detective skills and deductive reasoning to gather evidence about something sinister going on while also continuing to work. Everything is organized in the characters notebook shown as the players inventory. There is no pause for when the player wants to look at their notes because everything happens in real time.
The inventory is on the left and in the center while gameplay is shown slightly "blurred" on the right. There will be a shortcut widget that shows up as a "mini inventory view" that shows what the player was looking at last.
Scripted Moments
Scripted
Scripted moments come from the players POV when watching the "Run" scenes. This ultimately means a cutscene will run and the player can see it from different camera angles depending on where they are standing. If the player is near the director's chair they will be frozen and watch from the directors angle.
Screenshots