Capturing Fear was a student project made over the course of three weeks, as part of the class Indie Game Sprint. In Capturing Fear you play as a damage assessor who is tasked with looking over an old abandoned hotel. It doesn't take long, however, before you realize that things are much more spooky than normal.
I had a role in the development of the plot, theme, and mechanics, however my main role on the team was as a 3D artist. I was tasked with making and texturing many of the props in the game such as the luggage cart, fire alarm, and phone .
I had a role in the development of the plot, theme, and mechanics, however my main role on the team was as a 3D artist. I was tasked with making and texturing many of the props in the game such as the luggage cart, fire alarm, and phone .
I learned a lot during the production process; primarily about the artist pipeline and how they interact with a team during production. I am quite proud of what we were able to make in the time and with the resources allowed. We had people of all disciplines and road bumps, like having three designers and one programmer, definitely forced the team to work outside of their comfort zones and improvise.
The team was pleased to learn that not even 24 hours after publishing our game on itch.io, a YouTuber named Gamers Nation had already made a gameplay video:
The team was pleased to learn that not even 24 hours after publishing our game on itch.io, a YouTuber named Gamers Nation had already made a gameplay video:
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