The Pitch


We are making an isometric dungeon crawler game. Set in the 1500s, you play as "The Helm", a heretic jailed by the Lusitani Clan. The goal is simple. Escape the dungeon. But it won't easy. Your helmet limits your vision, only seeing what is nearby, but memory will serve. Using the fog of war mechanic as the player traverse will uncover more of the map. Tread carefully though. Guardsmen may only be inches away. You may walk into to traps. How well you use what you discover will determine your fate.

This has been 4 weeks of development so far. We are a team of 5. I, Jeremy Edwards am the game designer and technical artist. I handle the post processing, the fog of war mechanic, and other VFX. I also help rig.  tikhim is our lead programmer handling our combat system, stats and player controller. Genesis Alcaya is our character modeller and concept art. She is in charge of how the characters and enemies look. Samson Nguyen is our dedicated 3D animator and accessories modeller. All the character movements and combat are handled by him. Anne Truong is our level designer, producer and SFX designer. The environment structure, textures, music and sounds are all done by her.

This is a 14 week university capstone project. We are currently in week 3. So far we are well on track to getting a singular level done to submit. I will use this platform to document our processes. I have planned for a postmortem of the fog of war shader. I want to show not just a step by step guide but key fundamentals as well as game design decisions.

Wish us luck!

Pitch Deck

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