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Blind Leaves

Game Designer
Project Overview
Blind Leaves is a first-person blind game, and I was tasked with overseeing all of the game.
My Contributions
Due to some technical issues, my teammate couldn't work on the game itself, but did assist in the management and creation of SFX.
I had to design the level direction, gameplay, and mechanics. After those were completed, I had to create and code it all in engine. During the iterations, the black screen cover was off during playtesting to catch any bugs.
The game did initially have crouching but had to get cut as playtesters couldn't tell if the wolf was gone when they were crouching in the bush.
Behind the black curtain, everything was created with the ideology of simplicity to avoid any complex coding or bugs during the 4-week timeframe.
An image containing a black background with the words Blind Leaves in white in the center. Along the bottom of the screen are blades of grass, with two surrounding the title.
What's behind the black curtain?
The game is greybox level of simplicity, as no visuals is required. All that was needed is simple boxes to represent the boundaries of where or when the sound would play.
Blue representing the path, multi-layered squares representing the wolf and its' distances. Green in the top left is the end goal, red square and its' layers appear when the player is in the windchimes' corresponding range.
The simple trees were to help compare the feel of the sounds to a path in a forest. Asking questions while playing though - "does this sound match with this sound? Does it feel like I am walking through a forest?"
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