Death In The Shadows:
The Nightmare Begins
October 2023.
Made in Unreal5.
Using Procreate, LogicProX and MagicaVoxel.
Coded in Blueprint.
Three-person team.
"Death In The Shadows" came to life during a thrilling 4-day sprint for the Ryan Laley Games Fall Jam 2023. Our dedicated team, consisting of the talented Tadg Enright, and audio wizards Roman Banwell and _szora, created this exhilarating gaming experience.
The theme of the jam was "you are the monster," which led us to develop a fast-paced game inspired by the likes of "Neon White." In this game, players assume the role of a young alien monster, experiencing the world through a first-person perspective. They find themselves in a forest teeming with campers, they must collect items placed around the levels and prey upon unsuspecting victims and patrolling guards. Players move with lightning speed, utilising the shift key to drop down on all fours and gallop. The left mouse button allows them to launch attacks, while the right mouse button activates a grapple. This grapple feature enables players to swing through the environment or latch onto trees, allowing them to cling to the branches. However, players must exercise caution, for if they catch the eye of a patrolling guard, they will face a game over. A narrow window of opportunity arises, forcing the player to either eliminate the guard, escape, or suffer a game over.
These mechanics paved the way for thrilling vertical gameplay. The level design was meticulously crafted, featuring strategically placed trees for players to cling to and platforms to launch themselves from. This created exhilarating and diverse paths throughout the levels. In addition, water bodies were incorporated, posing an instant game-over threat and testing the player's precision with the mechanics.
Recognising the need to work efficiently within the constraints of the jam's short timeframe, we immediately developed a design document to serve as a reference point, ensuring a cohesive vision. Simultaneously, level blocking commenced, closely aligned with the development of movement mechanics. Once the basic mechanics were in place, levels were constructed, meshed, and rigorously tested. Work on back-end functions began to create collectibles, alongside the creation of some game assets, including eye-catching blood splatters. Audio, once masterfully crafted, was imported and augmented by me, introducing various cues to enhance the overall auditory experience while maintaining a balanced soundscape.
The project proved to be an exhilarating journey, with an encouraging initial reception. We have made some quality of life improvements based on feedback and realised a patch.

