Masters Project - Warehouse
Group PROJECT - Systems/Technical/Level/Lead Designer
Spring - 2021
Our Semester 2 project, over 14 weeks, was a game focusing on the working conditions of those in packaging warehouses. The initial goal of this brief is to develop a game prototype that is based on factual information and would ‘conveys an activist message concerning the problematic aspects of Amazon’. We transposed this topic into a horror setting which exaggerates the personal experience of workers working in such environments, and alerts the players of these issues. The game uses ‘Octoport’ for the company name which is a metaphor as Octopuses are able to juggle multiple tasks more easily, and have a connection to HP Lovecraft’s Cthulhu. Octopuses are also a symbol associated with colonialist expansion.
The Systems
I designed the core systems of the game, from the overall enemy behavior to the individual mechanics of the player and their movement.
To design the player’s movement and systems of the game, as a team we focused on what we wanted to get across, and how to achieve such a goal.
We wanted the player to be afraid, to feel weak, and to feel constantly under pressure. Additionally, the game was about opening people’s eyes to this mis-treatment, so the player takes on the role of an investigative journalist.
As the player was a journalist, they were equipped with a camera, which is used for progression through collecting evidence, as well as a form of self-defence with the flash, briefly stunning the enemies, allowing the player to break line of sight.
To enforce the sense of scale and horror, we’ve kept the player’s speed to a low speed, and never implemented a jump mechanic.
Level Design and Iteration
On the project I helped with all assets of design, from the technical design (talking to our artist, coders and designers, and clarifying the vision) to level designer (Creating the central hub area, allowing the player in, and giving them their all-important first impression of the level).
The first iteration of the design of the main area. A central elevator, with surrounding packaging, pathways to allude to a warehouse, and 3 branching paths in different directions.
I solicited feedback from my peers, and markers throughout the entire project, toning down the scope, responding to feedback (ideas such as adding in the links to the articles at the end to cite Amazon’s treatment of workers). This main level was iterated upon multiple times, adopting a more natural design, with curved shapes, reminiscent of a Panopticon.
The design is still somewhat there, though drastically improved. The player has the 3 directions to move in, as well as the surrounding areas, however as can be seen on the images to the right, this has been raised above the main area, creating an illusion of height and superiority over the workers below.
Response and Self-Assessment
This game has finished development, and was handed in at the end of semester 2. The team achieved a grade of 4/4.5, or 88.89%. The aesthetic, atmosphere and design choices were well received by markers, as well as the the use of stylised art to speed up development time.
I myself am very proud of our work we’ve created as a team, we had a solid collective vision from the first week, which carried and guided all our decisions moving forward. During the Covid-19 pandemic, communication issues are going to always be a problem, but the team dealt with them, and progressed past them.
“Overall, excellent evidence of your commitment to the project, as well as of the skills and insights gained throughout the term.” - Final Feedback.
A 5 minute gameplay presentation, of the vertical slice of our game submitted for our project.
A screenshot taken from the game, of a conveyor belt bringing packages around, building ambience.
A gif of the photography effect being taken in the game, using a flash effect, simulating the look of an old-timey camera, using this as an affordance to convey this idea to the player.