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Crawlway Horror Game programming (Unity / C#) & concept art (Krita)

From September to December 2020, while crafting a game design document for a Junior year programming project at university, I took initiative and decided to create concept art in Krita, to provide an aesthetic guideline for myself as well and to visually communicate my ideas to other people. In this project, I:
• Formulated ideas for a 3D game, by digitally painting 2D concept art in Krita
• Harnessed a strong understanding of color and light to create dramatic concepts
• Iteratively developed ideas for in-game collectibles
• Communicated these ideas with stylistic visual flair
• Ideated for non-player characters (NPCs) and hostile characters, employing creative brush strokes to convey the emotional tone of the characters (eerie, dangerous, etc.)
• Visually prototyped the UI/UX with digitally painted concepts
• Visually crafted the look and feel of the game environment via digitally painted concepts, with engaging contrasts in color and light

With this concept art, I then developed the game in Unity / C#.
This project was entirely solo, allowing me to integrate my skills in C# programming, audio design, 2D concept art, 3D modeling, lighting, and UI programming.

Play the demo at: https://themayfair.itch.io/crawlway-beta

Let's play!
Or, play it yourself at https://themayfair.itch.io/crawlway-beta

The character sprites are billboarded sprites from the original concept art (see further below).

Wisps:
Concept art digitally painted in Krita depicts one of the environment elements available in the game: Wisps, orbs of light that guide the player through the game's many dark tunnels.

Wisps:
Concept art digitally painted in Krita depicts one of the environment elements available in the game: Wisps, orbs of light that guide the player through the game's many dark tunnels.

Alternative design of the Wisps.
This design didn't make the cut.

Alternative design of the Wisps.
This design didn't make the cut.

Door at the end of a level:
One of the environment elements available in the game: A bunker door, which allows the player to exit the level and progress to the next level.

Door at the end of a level:
One of the environment elements available in the game: A bunker door, which allows the player to exit the level and progress to the next level.

Character Design - "The Necktie Twins"
Non-player characters (NPCs) available in the game. These NPCs only appear when the player's sanity has dropped, causing the player to "hallucinate." These NPCs help guide the player towards the end of the level.

Character Design - "The Necktie Twins"
Non-player characters (NPCs) available in the game. These NPCs only appear when the player's sanity has dropped, causing the player to "hallucinate." These NPCs help guide the player towards the end of the level.

Character Design - "The Hollow Woman"
Non-player character (NPC) available in the game. This NPC only appears when the player's sanity has dropped, causing the player to "hallucinate." This NPC helps guide the player towards the end of the level.

Character Design - "The Hollow Woman"
Non-player character (NPC) available in the game. This NPC only appears when the player's sanity has dropped, causing the player to "hallucinate." This NPC helps guide the player towards the end of the level.

Monster Design - "The Glimpse":
One of the hostile characters available in the game: The Glimpse. This hostile character only appears when the player's sanity has dropped, causing the player to "hallucinate."

Monster Design - "The Glimpse":
One of the hostile characters available in the game: The Glimpse. This hostile character only appears when the player's sanity has dropped, causing the player to "hallucinate."

Collectibles - Health Boosts:
Some of the collectibles available in the game: Food, water, and medicine. Upon finding one of these, the player's health is automatically incremented.

Collectibles - Health Boosts:
Some of the collectibles available in the game: Food, water, and medicine. Upon finding one of these, the player's health is automatically incremented.

Collectibles - Sanity Modifiers:
Some of the collectibles available in the game. Upon finding one of these, the player's sanity is automatically decremented, causing the player to succumb to madness and hallucinations.

Collectibles - Sanity Modifiers:
Some of the collectibles available in the game. Upon finding one of these, the player's sanity is automatically decremented, causing the player to succumb to madness and hallucinations.

Collectibles - Flashlight:
One of the collectibles available in the game. Upon finding one of these, a Unity Light object is enabled in gameplay with a coroutine, allowing the player a few seconds of light.

Collectibles - Flashlight:
One of the collectibles available in the game. Upon finding one of these, a Unity Light object is enabled in gameplay with a coroutine, allowing the player a few seconds of light.