Periphery
The concept of Periphery was conceived to utilise the functionality of a Tobii Eye Tracker for my university's experimental games module. In a team of five, my team and I were tasked with producing a full level of a game with complete creative freedom. The original concept was brought to me by fellow students studying game art, and as they needed a designer, I joined their team.
I have been able to contribute to the team by designing the layout of the playable areas, producing a number of 3D assets and textures to feature in the level, designing puzzles for the player to complete and most recently, constructing a narrative as to why a tall, creepy monster and child inhabits this decrepit manor.
Periphery's puzzles were designed to be able to be completed within the world. I did not want any menus to intrude in the gameplay, stopping the player from simply taking a break from the monster stalking them. In designing the puzzles this way, the player will always have a threat looming over them, keeping gameplay fast and intense.
Each puzzle has a narrative connection to the manor, how they got there and why they are significant in the story behind Periphery.
The puzzle showcased above features the player shining their torch on an obelisk to power it, signified by the particle effect produced.
Below, the player is interacting with the obelisks in a Simon Says fashion, following the sequence until completion.
Upon completion of each of the puzzles, the monster's aggravation value is lowered, allowing the player to navigate to the next one with a little less urgency.
The monster in Periphery was designed and textured by our artists, its functionality created by the programmers.
It stalks the player throughout the level only when the light is shined upon it, the longer the player looks at it, the faster it gets. When it gets its hands on the player, its game over and back to the start.
James Pennell
itch.io: https://james-pennell.itch.io/