LOCAL MULTIPLAYER GAME

EXIT

Duration

Team

Visual concept

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6 weeks

Klara Wardetzki

Timo Falcke

Ruben Brockhaus

Our concept to use all surfaces of a room as potetial floors, required a totally new approach to architecture. While there were only 3 rooms in the final game, players were convinced, that the  area was far larger. To support this illusion of a seemingly huge complex, I created windows showing parts of large areas outside the playable zone. These were also used as a source of light within the rooms. I used a concrete material with enough variance to enable us to cover nearly all surfaces. This gave me more time to focus on lighting, 3D models and post processing. Dark and light areas were used to create uncertainty for the hunted player. 

 

Project

Year

Tasks

Synopsis

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EXIT

2016

Game design

Level design

Environment design

3D modelling

Materials

Lighting/PP

EXIT is an exiting hunt through a surreal complex of rooms. In this local multiplayer, players will hunt or be hunted while . Floors, walls and ceilings become one, as you're using your special abilities to either catch your prey or try to escape. For this project, an environment had to be created which not only used the entire surface of one room as a walkable area. Also a completely different approach to architecture had to be found.