Final Environment : Arcade

The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color scheme of the game, it utilizes colors still found throughout. The arcade is mostly the pinks, blues and purples but with splashes of oranges and greens, which can be found in the Fatality Corp. logo. The arcade does follow the theme of 80’s retro but with a futurist twist with it’s variety of gaming objects. Also, a closer look at the video game consoles helps to foreshadow the whole objective of the game which is to stop the sinister Fatality Corp. Below shows the arcade overall and then some of the assets up-close.














Final Environment : Bar

This beautiful bar ensemble showcases the mood essence of the game with it’s luxurious pinks, blues and purples. The lighting accents of those of enormous lava lamps along with the budding flower hanging chandeliers and A nice flower circuitry on the main bar wall.





Final Environment : Sewer System

The Sewer tunnels are now mapped out, textured and lit appropriately to render the environment useful in navigating around. It’s vital the player must get through without being seen or caught by the NPCs in order to finish the game. Below are some final renders of the mood and look of the final Sewer tunnels for Lo-Fi Noire!



Tech Update : Patrol Visibility and Patrol Paths

There’s new gameplay in town! Stealth! With that being said, it’s implemented in a way that uses a visibility meter. Below shows how your visibility changes based upon an lit area vs. darkness and whether or not an object is obstructing the NPCs view of you or if you’re quite frankly just hiding behind something. Whatever the case, you’re now navigating through this world with that in mind! Also with this new gameplay, the NPCs need instruction on how to operate throughout the world. You can now tell them where to go on a given path.




Tech Update : Patrol Setup

We are lucky and so grateful to our coders of this game! With their vast insights this tutorial was formed to help the non-coders with being able to manually put the NPCs in their environment wherever may they please!



Environment Update : Arcade

The arcade was one of the environments that was tricky with color scheme. The many variety of games posed the question of how to keep it cohesive? That where the usage of emissives came in! Although, the arcade does stray away from the overall color scheme of the game, it utilizes colors still found throughout. The arcade is mostly the pinks, blues and purples but with splashes of oranges and greens, which can be found in the Fatality Corp. logo. The arcade does follow the theme of 80’s retro but with a futurist twist with it’s variety of gaming objects. Also, a closer look at the video game consoles helps to foreshadow the whole objective of the game which is to stop the sinister Fatality Corp. Below shows the arcade overall and then some of the assets up-close.




Environment Update : Bar

With more objects added to the bar, the more the setting dressing got tweaked to maximize space and look. The type of lighting and how it was going to be displayed came into question and it was decided on use huge lava lamps instead of the generic light setup.







Environment Update : Sewer System

The Sewer tunnels are a system of twisting and turning underground passageways that the player must navigate in order to get to the final environment, the Secret Lab! Enemies are lurking throughout, waiting for the character to show their selves. Be care, use diligence to roam around these robotic nuances! Below shows the progression of the sewer system coming into complete fruition…

New Tech : Patrols

Stealth Gameplay : Patrols: Paths & Visibility

We created patrols that will follow different patterns of movement.

The patrols have behaviors that enable them to detect and follow a player if the character is visible enough.

New Tech : Stealth

Stealth Gameplay : Visibility

We wanted to integrate Stealth aspects to enhance the sneaky aspect of detective work. We encourage players to try to sneak past guards and patrols in order to gain access to more clues or “restricted” areas.

We created a mechanic that registers how visible a character is depending on where it is located inside a shadow or a light source’s attenuation area or if the character is exposed to directional light.

As you can see in the video the mechanic detect when a player is hiding in shadow or exposed to light.