Skip to main content

Nelson Schneider

Umbra

Sci-fi horror adventure

Team Size: 14

Engine: Unity

Duration: 4 Months

Documents

Design Document

UI Diagram

Systems

Enemy Behavior

Description:
I designed enemy mechanics, including basic enemies with patrol behaviors and a boss that is always aware of the player’s location.

 

Explanation:
Basic enemies patrol set paths, becoming hostile when players get close but disengaging if they move away. The boss requires quick thinking to evade and can only be defeated using a special weapon discovered through exploration, enhancing the challenge.

Wall Running

Description:
I refined the wall-running mechanic, ensuring it became an intuitive and balanced feature of the game.

 

Explanation:
The mechanic allows players to initiate a wall run by holding the shift key while facing a wall. To maintain balance and prevent exploitation, players gradually lose altitude during the run and slip off after a short duration, creating a fair and engaging experience.

Flares

Description:
I addressed player disorientation in the game’s darkness by introducing a flare mechanic.

 

Explanation:
Based on playtesting feedback, players often felt lost in dark areas. To resolve this, I implemented throwable flares, allowing players to illuminate their surroundings and regain their bearings when needed.