Development Process: Blood and Shadows
1. Conceptualization and Design: The journey of "Blood and Shadows" began with brainstorming around the university game jam theme, "3am." Drawing inspiration from Lovecraftian horror, I crafted a narrative involving John, a man haunted by the loss of his wife to a supernatural creature that invaded their home at 3am six years ago. John's transformation into a monster hunter, traveling the country to study supernatural events, formed the backbone of the game's plot.

2. Planning and Game Design: I outlined the game mechanics, level structure, and overall design. Being a solo project, I aimed for a manageable scope while ensuring a compelling experience. The decision to go with a 2D platformer using Unity and C# allowed for a balance between complexity and feasibility.

3. Setting Up the Development Environment: I set up Unity and organized the project structure. The pixel art style was chosen to evoke a nostalgic and classic atmosphere. The character design for John and the giant mushroom enemy began to take shape, aligning with the Lovecraftian theme.

4.Character and Enemy Animation: Creating fluid animations for John's movements and actions was crucial for player immersion. I paid attention to the details, ensuring that John's actions reflected his journey as a monster hunter. The giant mushroom enemy received meticulous animation work, giving it a menacing presence.

5. Implementing Player Controls and Mechanics: Using C# scripting in Unity, I implemented the core player controls for John. Movement, jumping, and interactions with the environment were fine-tuned to provide responsive and enjoyable gameplay. The collection of tokens was integrated, adding a layer of exploration and strategic decision-making.

6. Level Design and World Building: Designing levels that encapsulated the Lovecraftian atmosphere was a key focus. Each level was crafted to tell a part of John's story and unveil the mysteries of the supernatural forces at play. The 3am theme was seamlessly integrated into level layouts, lighting, and environmental elements.

7. AI Development for the Giant Mushroom Enemy: Creating an engaging enemy AI for the giant mushroom was a challenge. I implemented a combination of state machines and pathfinding algorithms to make its movements unpredictable and challenging for players. Balancing difficulty to ensure both excitement and frustration was part of this process.​​​​​​​
8.Audio Integration: To enhance the Lovecraftian atmosphere, I incorporated eerie soundscapes and music that evolved as players progressed through the game. The audio design aimed to create a sense of tension and foreboding, complementing the pixel art visuals and narrative.

9. Playtesting and Iteration: Extensive playtesting was conducted to identify and address any issues with gameplay, level design, or mechanics. Feedback from playtesters helped refine the experience, ensuring that "Blood and Shadows" provided an engaging and polished gameplay loop.

10. Final Polishing and Debugging: The final stages involved polishing the pixel art, refining animations, and addressing any remaining bugs or issues. The climactic 3am sequence was fine-tuned to deliver a memorable and intense conclusion to John's journey.

11. Submission for the University Game Jam: With the game polished and playtested, I submitted "Blood and Shadows" for the university game jam. The culmination of efforts in pixel art, C# scripting, and Lovecraftian storytelling resulted in a unique 2D platformer that I was proud to present.

12. Reflection: The development process of "Blood and Shadows" was a rewarding solo journey. The game successfully blended the 3am theme, Lovecraftian atmosphere, and pixel art aesthetics into a cohesive and immersive experience, showcasing the potential for narrative-driven games in the 2D platformer genre.
I have also developed a game intro (in portuguese BR) for a better context about my take on the Jam theme, that was 3am.hsbvr
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