Kseniia Trufanova – Final Project

Hey everyone! I’m a bit late, but here’s the final part of my project. A lot of the inspiration came from the atmosphere and visual style of Silent Hill. I also tried to recreate the classic camera system from the early games, though it still feels a bit too smooth for my taste.

What is the main idea?
At the beginning of the game, the protagonist wakes up in a small apartment with peeling walls painted in a sickly green, long darkened by damp and time. The furniture and appliances feel ripped straight from the 90s: a creaking wardrobe, a rattling TV, a broken fan, as if all of it was bought in bulk from a second-hand shop. The front door is bolted shut, and outside the window, there is no street, but an endless blood-red strip swallowed by crimson fog and the sickly light of the moon. The window leads to nowhere — and yet it is into this nowhere that Jason must step. Through the first puzzles, he breaks through into the Scarlet World — the beginning of the game’s second act.

So, I have tried to illustrate the exact flat from my description.

What’s are problems?
-Including character into the game
-Connecting outside scene with scene inside
-Shaders input
-Needs more stuff
-Sounds?

Credits:
Simple water shader: https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-urp-191449
PSX Shaders: https://assetstore.unity.com/packages/vfx/shaders/psx-shader-kit-183591
Ps1 styled low poly interior from Itc.Bio
Starter Assets: Character Controllers | URP : https://assetstore.unity.com/packages/essentials/starter-assets-character-controllers-urp-267961
Animations: Mixamo

Any further plans?
I am planning continuing to work with my game style. First, I will need to think about scenes connections and their diversity in assets and style. I would also like to improve my camera view point system to make it more “Resident Evil” style!
-Assets
-Systems
-Character

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