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Project C
Narrative Driven Puzzle Platformer

Project C

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Project C
Epic Mega Grant Application

Target Platforms: PC, Mac, Playstation 4/5, Xbox One / Series X, Nintendo Switch 1/2
 
Target Audience: Puzzle Adventure Fans 10+ years old. 

ESRB Rating: E10+ 

Tools:
Unreal Engine 4.27, WWise, Perforce

Project C is a Narrative Driven First-Person Puzzle Platformer with a Time Manipulation Mechanic that plays like a blend of Portal, Quantum Conondrum and Braid which has the players solving puzzles by Slowing, Pausing and Rewinding the flow of Time. 

  • First Draft of the First Section is complete that is designed to naturally teach the player the Mechanics and Components of the game while keeping both their wits and skills challenged. 
     

  • Large focus on Story and Character to keep players invested and to alleviate puzzle grind fatigue.
     

  • Aims to move to Third Person to enable easier platforming and widen the target audience. 

The Prototype

The Prototype

Complete Walkthrough
(Recommend playing it first to best judge the puzzle design)

(Hover Over for More)

Art

  • The game takes place in Ancient Mysterious Ruins beneath a Great Mountain.
     

  • Aims to Appeal to a Large Mid and Hardcore Audience
     

  • The Environment should aid in the Storytelling

Design

  • First Draft of the First Section of the game that introduces the Main Mechanics and Fundemental Puzzle Components. 
     

  • Introduces and Re-iterates Puzzle Components & Mechanics for easy learning.
     

  • Designed to be Episode based if only partial funding is acquired where the Ruins is divided into Sections. 

(Hover Over for More)

(Hover Over for More)

Story

  • Story has been revised multiple times, each time adding more polish such as improved pacing and characters motivations. 
     

  • Character Driven where we slowly uncover her past and what has driven her to the ruins. 
     

  • Aims to differentiate itself from storytelling tropes in the genre such as test chambers and in-game narrators. 
     

  • Sprinkled throughout to combat puzzle fatigue and keep players invested. 

You can read in more detail about the game such as its inception, design and narrative Here

Benchmars

Benchmarks

Titles with similar Mechanics indicates that the First-Person Puzzle Genre has an established fan base, and by changing it to Third-Person we could reach an even larger audience. 

NOTE: The Steam sales are from 2018 when Steam Spy showed specific figures. 

Portal1&2.jpg

Portal 1 / 2

 

  • First-Person Puzzle Platformer

  • 10M+ / 10M+ Sold

TheTalosPrincipleBanner.jpg

The Talos Principle

 

  • First-Person Puzzle

  • 850k+ Sold

Braid.jpg

Braid

 

  • 2D Platformer with Time Manipulation Mechanic

  • 1.1M+ Sold

QuantumConondrumBanner.jpg

Quantum Conondrum

 

  • First-Person Puzzle Platformer

  • 250k+ Sold

Superhot-04.png

Super Hot

  • First-Person Shooter with Time Manipulation Mechanic

  • 800k+ Sold

AntichamberBanner2.jpg

Antichamber

 

  • First-Person Puzzle

  • 1M+ Sold

Road Map

Road Map

Preliminary Road Map from Epic Mega Grant Spring Application and what the desired outcome would be if we would acquire it or some initial seed funding. 

EPIC MEGA GRANT
APPLICATION

IF RECEIVED INITIAL
SEED FUNDING

Sep

Oct

Nov

Dec

Jan

Feb

Mar

Apr

May

Jun

Jul

Aug

Polish Prototype

Polish Prototype

Research Future Design

Implement Future Design

Implement Future Design

Implement Future Design

Level Design

Narrative Design

Polish

Polish

Level Design

Research Future Design

-Implement the new Level Re-Designs

-Fix Relevant Bugs

-Make new 3p Camera 

-Add new Poses and Blends to ALS for holding pickups etc. 

-Replace ALS Mantle solution with new one

-Add Sprinting & Coyote Jump

 

-Research recent releases in the same Genre such as Talos Principle 2 and The Entropy Center. 

-Explore Future Puzzle Components for next section. 

-Explore new gameplay possibilities with the Robot Companion that can act as a Ranged Activator and information giver

-Implement Future Puzzle Components

.Implement Companion that can act as a Ranged Activator, so you can for instance only make specific objects get affected by time manipulation

-Look for VFX Consultant that can explore a future proofed VFX Solution

-Make first drafts of the sections story beats, most notably the first and last cutscene of the section

-Make new SFX for the new Puzzle Components when Level Design using them is finished. 

-Update SFX for existing movement and puzzle components etc. 

-Playtest, polish and iterate.

-Improve the Tone of the game and possibly pacing issues so it doesn't feel so slow and lonesome. The Companion character can aid in this regard.


 

-Playtest, polish and polish

-Should from a Gameplay, Story and Level Design perspective have the First Draft of the Next Section finished at least. 

-Make New Trailer to be used for Publishers and Investors. 

-Do a pass at the Pitch Site

-Reach out to Publishers / Investors

-Implement Future Puzzle Components

-Explore Future Proofed VFX Solution
 

-Design New Levels for the next section using the new Puzzle Components and Mechanics

-Design New Levels for the next section using the new Puzzle Components and Mechanics

-Update old Level Design for New Perspective. See if they can be improved

 

-Implement the new Level Re-Designs

-Fix Relevant Bugs

-Work off some imminent tech debt to the Time Manipulation Component to fix some of the janky-ness that have appeared

-Explore new movement options if changing to 3p

-Explore possible puzzles using Runtime Vertex Paint & Detection

-Do another pass at the Story to simplify the beginning and End a bit. 

Epic Mega Grant

Epic Mega Grant

An Initial Seed Funding like an Epic Mega Grant, would be used to validate the game by enabling us to explore future gameplay possibilities we have planned when it comes to mechanics and puzzle components. To make sure we can actually deliver a complete experience before asking for further funding. This would help us come closer to a Minimal Viable Product for the Prototype and lay much of the ground work needed for future levels of the game.  

Currently the prototype doesn't really reflect the vision of the game, both in Tone where its almost too atmospheric and lonesome, but also in its perspective and mechanics. 

We wish to change it to Third Person, to broaden the audience by enabling easier platforming and more complex movement options. Since there is a strong focus on story, this hopefully makes the player feel more connected to the character itself as well. 

We also want to introduce a companion character that joins the player, that can be used in puzzle solving but also brighten the tone a bit, and act as a bit of a guide. We essentially want to make the game more Zelda-like, possibly with combat as well if we can balance it with puzzle solving. 

We believe in supporting the community as much as possible and to give back to those help us, and we aim to do so by releasing Plugins we build throughout the development to the community, such as the Time Manipulation Plugin, if we manage to acquire full funding! 

Team Members

The Available Members of the Team has several years of experience studying and working in their area of expertise.

Some of the members that have contributed throughout the years gotten employment and are no longer available. 

Joakim.jpg

Joakim Johansson

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Technical Sound & Level Designer
 

5y Professional Game Developer Experience
-Level Designer at Modoyo
-Teacher at School of Audio Engineering.

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Alexander Flodén

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Technical Game Designer and Gameplay Programmer


6y Professional Game Developer Experience
-Tech Designer at Modoyo
-Creator of the Runtime Vertex Paint & Detection Plugin

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