Violet Estate
Violet Estate Gameplay Demo
My role: Game Designer, Level Designer, Narrative Design
Violet Estate is a retro first person narrative horror game made in Unity where the player aims to steal a valuable painting from a mansion they do not realise is infested with monsters.
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This project was slightly based on a Game Jam style brief of three words/phrases; Unfolding, Triple-Purpose, Limited Chance.
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The game was designed as a choose-your own path type game as my team interpreted the words triple purpose and limited chance to mean a useful tool with multipurpose function that could only be used a fixed number of times.
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The crowbar the player has in the game is how the player interacts with the world, using it to kill enemies or open path ways but each time the player uses the crowbar, they drain its durability which can only be restored a number of times. This meant that the player had to think each time they want to use the crowbar to smash a window, open a door or kill a monster.
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I designed the level of the game in a way that the player cannot fully explore the mansion in a run as they will simply not have the crowbar durability to unlock every path. The level is also designed to ensure that the players know exactly where they are supposed to be exploring by blocking of sections of levels that are empty (as they have no designated purpose) or railroading the player into going into the right path.
The props around the game environment was also placed by me and I used those props to clearly mark out and distinguish rooms from one another so the player does not get lost while traversing the mansion.
