Who we are

Team STASIS is the home of a small group of student game artists from De Montfort University tasked with creating a playable game level from absolute scratch, utilising the UDK development software.

From concepting, visual design, research, asset building, level progression and finished pieces, this blog records the progression from 19th January to 30th March 2011.

Team members include Arron Manchester, Sam Clarke, Izzy Kahn, Sai Ali, Steven Jones and Tom Edwards.

For any questions or feedback please feel free to leave comments.

P.S A run through and fly through of the finished level shall be posted soon!

Wednesday, 19 January 2011

Concept - Story

Hey Guys, after looking around the building and visualising things with Tom, I thought of the following story to back up the concept, just thought I'd see what you all think.

The level is in fact part of a disused prison infirmary where police finally captured a serial killer they had been looking for for sometime, he had been using the infirmary as a base and had brought many of his victims here, some of who were imprisoned.

Unfortunately the police failed to find one crucial piece of evidence that would tie the killer to the murders, a surgical tool kit. Returning to the scene of the crime alone, the player (playing as a detective) believes the tool kit to be hidden inside a small room in the basement. As the player enters the vicinity, the doors slam shut behind him, trapping him inside. The killer had been let out on bail due to the insignificant evidence, and has returned. After trapping the player inside, the killer releases an external valve which causes a broken pipe on the top floor to begin flooding from the basement up.

In order to obtain the evidence and escape the player must first locate the control room on the first floor (a room which was used by the killer to monitor his victims on cctv monitors) and find a button to activate a water pump in the basement (the water pump being the diesel engine which is on the ground floor in RL) This should clear the water allowing access to the small room, the player should then retrieve the hidden tool-kit and also find a release lever/button for a door located on the first floor in order to escape. (leads out to the raised gang way that can be seen through one of the windows) This door would lead onto other areas of the disused prison in 'the full game' for more killer trap antics.

This concept seemed to fit with most of the ideas that have been put across so far and also gives reason for the luminol blood, in addition it should include evidence of other police forensics such as crime tape and markings etc.

Let me know of any holes, or other ideas and generally what you guys think.

Cheers!

4 comments:

  1. Love it i think it fit with the ideas a scene were trying to set.

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  2. Good stuff gentlemen! It kind of has a Fahrenheit feel to it - the urgency to find the missing evidence before you drown to death. How exciting!

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