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The Alleyway

A Third Person Crime Investigation

 

Introduction

Sophia Garza, a seasoned investigator, entered a dim New York City alleyway on a grey day. The victim's body had been removed, leaving only a faint outline. It was Sophia's first case of the day, and she was determined to uncover the truth behind the alleyway homicide.

Goal

The goal I was working towards was creating a crime scene investigation that is interesting to solve by applying my take on level design and level art.

 

Summary

  • Individual solo project spanning 4 weeks half time of work. 

  • Focus on Level Design and Level Art 

  • All of the meshes are from Marketplace Asset Packs

  • Blueprints made by me

 
 

Walkthrough

This is a walkthrough gameplay of my project!

OVERVIEW

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(Start) Player will start here facing the alleyway.

(1.) The player can find the first clue here, which is some leftover ammo.

(2.) Second clue will be found, the clue has been untop of where the body was.

(3.) Eventually, looking further in they will see another clue which is a knife.

(4.) Going further in the player will find a pair of shoes hidden close to the trash.

(5.) Here the player will find gloves that were hidden inside of the dumpster.

(6.) The player will find the murder weapon inside of the trashcan.

(END)

Story Flow

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Start

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Blood Path

First clue

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Leading light for fourth clue

Second and third clues

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Fifth Clue

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Blood Path continuing

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Weapon found

End

Workflow

When I started designing, I focused on the starting section as the mood setter for this project, aiming to provide a clear path to guide players through the experience. I ensured that the police lights reflected on the player, enhancing immersion and drawing attention to key elements of the scenario—the clues on the ground and the mystery of what happened here. My goal was to create a visually engaging and immersive environment from the outset, setting the tone for the investigation.

In developing the deeper section of the alleyway, my goal was to create a realistic and open environment where players could freely explore. I wanted them to feel like they were in control of their investigation. To achieve this, To achieve this, I strategically positioned a sign above with light casting on a clue, guiding players towards important elements of the scene. Additionally, I incorporated blood trails as subtle hints to assist players in uncovering the truth behind the crime. This approach enabled players to engage with the gameplay at their own pace.

In this area, my goal was to lead the player along the blood trail into this section of the alleyway to discover the weapon. To achieve this, I once again used light to guide them, providing a visual anchor. I framed the trashcan in front of them, directing their attention towards it and encouraging them to proceed in that direction.

For the overall feel of the alleyway, I began by watching videos of people walking and exploring New York City. I ensured that the buildings would cover sightlines that the player wasn't supposed to see, so I worked hard to ensure that the buildings were accurate in size, including the doors and trash cans. This involved a lot of testing to ensure everything was just right even the depth of the alleyway.

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ITERATIONS

In my second project, I received similar feedback, but the time was tighter due to fewer weeks to work with on this project. The feedback I received was valuable, and thanks to it, I was able to incorporate numerous iterations into my project. I made sure to ask specifically about what they didn't like so I could improve this project more than my first one.

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Working with a city environment made it easier to gather feedback, as it's a familiar setting for everyone and that provides good insights. By keeping the design simple and easy to navigate, I received positive feedback and that gave me a clear view of what in my design that needed refine or what I could keep.

PRE-PRODUCTION

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When I began planning, I prioritized researching on games that feature investigations. It was important to me to guide the player through the design and set dressing. During pre-production, I played games such as L.A. Noire and took inspiration for set dressing from Alan Wake 2, focusing on creating a city atmosphere. To keep a clear vision for the project, I created a small moodboard with selected images.

GALLERY

REFLECTION

Working on my second project was a mix of excitement and nerves. Creating a homicide investigation scenario set in a New York City alleyway within just four weeks half speed was a big challenge. I learned a lot about designing crime scenes, getting feedback, and testing the game. It was a fun experience and made me realize I'm capable of more than I thought.

Looking back, I wish I spent more time refining the clues and adding depth to the investigation process. I also thought about adding more interactive objects or expanding the investigation area, but I decided against it due to time being limited.

I've never been great at blueprints, but I'm satisfied with how they turned out and that I could keep it simple with my UI and the clues. Overall, it was a valuable experience that helped me grow as a developer. I also learned from my mistakes in my first project and made sure not to repeat them.

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