
Redemption The Deadly Sin
Project Details
Technical Details: Developed by a team of 3, using Unity and GIT / Github to manage the project.
Development Window: September '20 - January '21
My Role in the Project: Game Designer, Project Manager.
My Contribution to the Project:
Created the game original concept.
Designed the game mechanics.
Designed the spaces for the game, and built the scene in Unity.
Created design documentation for the game, and updated it throught the project.
Designed puzzles, and game flow.
Wrote the game's story, dialogue, lore documents and clues.
Project Gallery
Game Design - Post Mortem
Design Concept:
With Redemption The Deadly Sin, the player would play as a detective, investigating a murder.
The players would explore this apartment complex, exploring its rooms, learning more about the people who lived there, the murders, and the motivations behind who did it.
The players need to solve different types of puzzles, to access new areas and rooms, to try and get closer to who is commiting all this murders.
What worked:
The players could explore the apartment complex at their own pace, solving puzzles as they went. Certain puzzles would require the players to explore the place to find certain items to open a door. This would make the players more engaged and interested in exploring.
Even if there was no narrative audio, the main character would comment certain actions, and in some cases even engage in conversations. This helped to connect the players with the story, and with the main character.
The game felt mysterious, which kept the players engaged and commited to find out who was behind these murders.
The way the puzzles worked was with a similar type of interaction, which meant with the same mechanics and systems we could create different puzzle types, which resulted in a good resource management in a development point of view.
What didn't work:
Even though there was some diversity in the puzzles, most of them had the same goal, open a door to unlock a new area. Because of this, solving a puzzle would always end up in a similar result, wich made the experience a bit repetitive.
There was no artist in this project, so I had to use different types of assets to build the scenarios. Because of this the art style is not coherent, and some rooms feel emptier than they should.
Even though there is a constant backround music helping to set the tone of the game, the game in general lacks sound and audio queues, this was due to time constraints.