Michael Van Zant
Game Design
Level - Mechanics - Narrative

High Concept:
A 4-player first-person maze where players are attempting to escape a flooding underwater research station.
Development: 09/2015 - 12/2015
Team Size: 12
Engine: Custom



An Underwater Research station has been damaged and begun flooding. The nearby escape pods are locked and unpowered. Different areas are being locked down as they begin to flood. The players must find a keycard and power cell in order to escape from the ever-shrinking station without being killed in the flooding.
What went right?
The feeling of being trapped on an underwater station is fully in the game, and despite a 4-player split-screen, the players still feel largely alone.
What went wrong?
We had to abandon large parts of progress due to multiple team issues, but in particular a misunderstanding of the limitations of our game engine. We created certain things in a Unity prototype, only to later realize they wouldn't be possible in our game engine.
What did I learn?
Always have a backup plan. We lost our artists when we were pretty far along into the project, and had to scramble to get everything we needed into the game. The idea to limit lighting is a result of that and wasn't decided upon until a few weeks before launch. Other team issues led to removal of tons of mechanics and ideas. Everything turned out good in the end, but there are times we probably should have switched back to the original vision of a more normal shooter.