Ravenous is a psychological horror game in which you play as Louis, a child trapped in a monster's basement.
Explore the mysterious abode, solve puzzles to save your little sister and survive the psychological nightmare prepared for you.
Trailer:
Gameplay:
Description:
Ravenous is a game created in 6 months at ESMA Game by 8 students, including me.
In this project, I was the only Game Developer, and I was also in charge of creating the monster's rig.
With this page, I'll try to describe as best as possible what I did during this project. Enjoy !
Puzzle:
In this project, my role was to bring to life every puzzle designed and ensure they were easy and smooth to use.
There are a total of six puzzles, all functioning in a similar way.
To solve them, you must find a specific object or perform certain actions to unlock the rest of the game.
Players can rotate the puzzle in any direction, but it will revert to its default state at the end.
Let me use the Panda as an example:
Player interacts with it to try to pick up the drawing, but it is stuck under the drumsticks.
Then, he must interact with the drumsticks to move them, but to do that, he first needs to rotate the Panda.
He can finally gather the drawing and use it to solve the room's puzzle.
Events:
One of my role was to keep tracks of player's path to trigger various main events at specific times.
Most of them were Monster appearances, but there were also events like unlocking Door, playing Music or SFX, and enable Dialogue.
UI & Menus:
I think that the hardest thing on this project was making it fully compatible with a Controller.
I managed to do it by keeping track of Player's UI index to modify button appearances accordingly.
To ensure a non-frustrating experience, I made sure the Player's focus remained on the UI, preventing any annoying or blocking situations.
One of the most challenging tasks was ensuring a seamless switch between KB&M and Controller, which I achieved by managing Player's UI Focus,
current UI state, and Inputs.
Language System:
We wanted the game to have at least English and French options to reach as many people as possible.
I then started creating a fully modular Language System, allowing us to easily add new languages just as we later did with a Korean translation.
This system required me to work with String Tables and learn how to load each sentence individually to prevent lag spikes.
I also add to ensure the correct UI images were displayed based on the selected language at the game's start.
Rig:
This was my first rigging project, so I had to learn everything from scratch. I did a lot of research and testing to understand how rigging works.
I aimed to achieve the best possible results through numerous attempts while minimizing character distortions to create the necessary animations.
Since the monster is mostly seen from a distance performing simple movements, I concentrated on minimizing facial distortions to ensure high-quality jumpscare renders.
Conclusion:
Over these 6 months, my role was to ensure the game's playability under all circumstances.
To guarantee the project's functionality, I followed various steps to develop the game's mechanics and ensure they worked effectively.
I then, analyzed how they evolved within the level and interacted with each other, while incorporating player feedback from various playtest.
Throughout this project, I went through several phases of testing and debugging to prevent any issues for players.
Finally, I spent at least 2 months polishing theses mechanics and refining game's feel by adding visual and audio feedback to provide the best possible experience.
In conclusion, this first real project on Unreal taught so much on game development and reinforced my desire to contribute to the creation of immersive and engaging games !