Nicolas Wejdell

Game Project 8 - Besoket


You respond to a cry of help from your friend, locked in a strange Swedish cottage. Find a way to free your friend, solve the puzzles all while evading the unknown horrors of the house. You better be careful, or this act of kindness might be your last..


Our exam project turned out fairly popular, with thousands of views on itch.io and more than 2000 downloads! Please enjoy the jank if you feel like trying it.


Specifications

My Contributions

Details

Spot Lights

While missing shadowmapping for them, I added support for spotlights imported from Unity (which we used as a level editor during the final school projects) into the engine. They really contributed to the ambience of the basement levels.

Camera Improvements

Our reference game this time was Soma, and pulling from its’ ancestor Amnesia, we knew we wanted to get a little bit of sway into the camera movement. We didn’t use very violent shakes in the end but the gentle sway simulating the character breathing is felt ambiently and helps immersing the player.

We were also aiming to play more with the main menu than we had before. As part of that, we framed a few different assets nicely and let them represent different submenus. Below is an in-progress shot of the camera moving between a few such points during development.

UI Improvements

Also as part of invoking the visual effects of Soma and Amnesia, I built some controls for the artists to tweak the vignette overlay which was later animated when killed by the monster in the game.

3D Audio and Cone Based Occlusion

I extended the audio sources with basic spatialization in the final project. For occlusion, I introduced separate angles to the prefab in Unity so we could simulate basic occlusion through walls. The attenuation distances (unattenuated to fully attenuated) and cone angles were then provided to FMOD on initialization.