Connection
Core to the experience I had envisioned for the project was a close connection between the player and the main character. To accomplish this, I implemented an inverse kinematic system, which in combination with the motion capture I had recorded, created a tangible connection between character and environment.
Pacing
The production time was roughly 4 weeks of continuous work, which meant I had to reasonably scope the project around this timeframe. In the first section of the game, the player is lost in a snow storm. This section plays a couple of crutial roles. Firstly, it allows the player get familiar with the setting, movement and controls of the game. It also introduces a main mechanic in the compass, which leads to player during the entire experience. Lastly, it achieves the goal of overwhelming the player and creating contrast with the next quiet, but still overwhelming interior section.
(Hover over the visual to discover the correlations between each datapoint)
(Hover over the visual to see examples of how the model is used in different cases)