



Description
The player, an ordinary person, becomes entangled in a paranormal event and, by luck, learns that the existence of Revenant - spirits from the other world that cause these supernatural phenomena following specific rules. These Revenants mechanically repeat their actions and attack those who meet their criteria for harm. The player's goal is to face these uncommunicative and hostile spirits, remain composed, analyze their patterns, and utilize everything they can to escape.
Remember, life only comes once!
Game Play
What I did
Game Manager
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Successfully managed a diverse team of 17 members, assigning specific roles and facilitating communication and cooperation between each development team. Developing from 0, getting the project ahead and better of all the other 10+ teamsGroup members from different communities, each of them with a different purpose. Some of them just wanted to muddle through.
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To keep everyone engaged, I kept them as interested in ROH as possible and did my best not to let any of them slow down the progress of the project as a whole


Lead Artist
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Talk to the art, SFX, and music composing groups and ask them what kind of game they have in mind for ROH one by one, and then find out how their ideas differ from mine and then correct them. Make sure everyone understands what the game they're working on should feel like. (tone&style)
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I determine the art style and tone of ROH, which in turn influences how the monsters are portrayed, how the player characters are portrayed, and what the style of the concept art should be
Technical Artist
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Utilized a particle system to create global fog effect, campfire with flickering sparks, burning candle flame, smoke trail effect for incense, and falling leaves effect for trees. The fog emitted is a 2D Sprite texture
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Used graph shader to create dissolving effect for enemy demise, stylized water, and semi-transparent ghost material
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Increasing framerate from around 30f/s to 65f/s by Controlling the render mode of Point lighting, removing unnecessary Mesh Collider and RigidBody, and controlling the number of cameras at the same time
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Make a distance fog render effect on all the objects of the scene.
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Make a Real-Time Mirror in the game scene using camera rendering


In Work Flow Page Section 3-4

3D Artist
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In the development phase, I designed and created 68 low-poly models and a demo scene featuring advanced lighting and a dense fog particle system, all within 2 weeks. Overpower all the other project teams, pushing the game’s completion a lot further
Craft all the 3D models the game needs only except the trees. In final phase, produced 122 independent models in FBX format, including 5 enemy and 1 player model. Additionally, in Unity, used bone rigging in character to create corpse prefabs with 10 different poses for 10 distinct types of deaths
Level Designer
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Participate in the creation of all-level mechanics and design. Involved in discussing the player's victory conditions and all death possibilities
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I crafted most of the player's possible paths within the game and the way the game proceeds
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Decide on all the monsters that would appear and their mechanics in the early stages of the development as well as their later iterations
User Interface
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From the early stages of development, it was decided that ROH would be a UI-less game, where the player would not see the blood and stamina bars, and all of the player's status would be presented through side-expression factors such as animations, sound effects, and special effects
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Draft all the UI sketches and styles, and finally get the art group to produce them



SFX & Music Composing
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All sound effects are listed so the SFX group knows exactly what is needed
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Helping the SFX group understand the tone of the game, overseeing the checking of every sound effect that exists, and putting sound effects into the game to test whether they can be used or not
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Self-Reocord some special SFX for character such as Human Sobbing.
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Check the compositions to make sure they fit the style of the game so that the SFX and compositions work together to create the atmosphere. Currently, both the main page and the normal game have their soundtracks

Scene Build
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Build an entire level of the first level's scene and the light sources within the scene using all of the self-made 3D models
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Solved the problem of some 3D models blocking the player's field of view

Supervise
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Establish a clear communication channel, personally talking with each team member. By asking the team what the game was like in their mind then we could resonate, I ensured a unified style and minimized post-development mistakes
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Implement strict rules to maintain a coherent development process and keep all members informed of progress
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Help each group to match task progress and keep everyone informed of all development progress and phases


Player
Experience
"Game Duration"
Each complete level lasts at least 30 minutes.
"Player Fantasy and Desire"
Players take on the weakest role: an ordinary person. As such, they have no special tools or abilities, not even the power to prevent their own death. However, players must learn how to protect themselves, overcome their fear of the Revenants, explore the area, and gather essential information and items.
"Emotional Experience"
The game immerses players in a terrifying atmosphere, with death lurking at every turn. Players gradually uncover the hidden truths behind the accident and the world’s dark secrets. The puzzle-solving process is engaging and satisfying as players slowly learn all the rules and strange phenomena. Over time, they transform from helpless victims into seasoned survivors who can use the Revenants’ rules to extend their survival. However, before players fully understand the game, they must exercise patience and endure repeated deaths, slowly peeling back the layers of the game's mechanics and narrative.
"Main Stages of the Experience"
In the first 5 minutes, players are introduced to the game's horror tone and the puzzle-solving elements. After many deaths, they begin to learn how to handle the common Revenants. By the 20-minute mark, it’s time for players to strike back. Equipped with methods to counter the Revenants, they can turn the tables and outsmart their tormentors.
Key Moments
In the game's tutorial level, within the first 1-5 minutes, players will get familiar with the puzzle elements, learn the various ways their character can die, and encounter some of the annoying and terrifying Revenants.
At around the 20-minute mark, players should be able to figure out how to use one Revenant against another after understanding their patterns. This represents a key moment, as players can now use this knowledge to buy more time for their escape.
Once players finish the level, they will be rated based on the items they manage to bring out during their escape. This will encourage players to think of more optimal strategies for future runs.
