‘LITTLE HOPE’, A SCREAMING CATS’ STUDIOS HORROR GAME.
CREATED BY REBECCA WARD, FREYA STANLEY, LEWIS
WALLACE AND SCOTT SNELL.
GSA ISD3-B/C INDUSTRY PROJECT 2024
WALLACE AND SCOTT SNELL.
GSA ISD3-B/C INDUSTRY PROJECT 2024
Little Hope is a psychological horror game where you play as a child held captive with a 10-minute window of time to seek out and secure your escape from this nightmare. Plagued by the psychadelic disturbances of the drugging wearing off, you must fight against the clock to find the key and leave this hellscape.
Little Hope PlayTesting Demo
APPLICATIONS USED
ABOUT MY WORK
The Industry Project surrounds teams within the Immersive Systems Design course to work alongside industry, in this instance Blazin Griffin studios, to produce a game within the confines of a brief. The brief provided for this game was a 5 - 10 minute horror game with minimal to no dialogue, based on realism, with a single-room environment. With this, my team narrowed the scopr to a psychological horror game set in the run-down room that is home to a captive child with a 10-minute window of time to escape from their captor to their freedom.
As the lone programmer of the team, my teammates being 3D artists, I was also co-producer on the dev side, with F. Stanley the co-producer on the art side. The game was designed so that the player can freely navigate the room using arrow keys, with mouse tracking to control looking around the room. The player must search the interactable compartments throughout the room to locate each item - one at a time, as a controlled chronological player path to add to the time pressure - until they reach the key and can use it to interact with the front door and trigger the victory cutscene. As this game has a built in time constraint, if the player does not locate the key and use it to exit the front door before the clock hits 00:00, the defeat cutscene will be triggered.
I buit in the torch mechanic to provide restricted light in the extremely dimly lit room. This also allowed for works to be trialled and implemented for 2D frame shadow animations throughout the environment as well as tucked away 2D interactable decals throughout the room, of which I designed all through the use of Procreate.
MECHANICAL
IMPLEMENTATIONS
IMPLEMENTATIONS
TEAM ROLES
Co-Producer
Sole Programmer
Contributing Narrative Writer
Documentation Lead
PROGRAMMING
Player Movement with Arrow Keys/Mouse
Interactable Torch Mechanic
Interactable Key Items Collection
Inventory System
Sequenced Key Item Player Pathing
Time Constraint With Cutscene Triggers
Time Contraint Display (00:00)
Interactable 2D Decals
Interactable 3D Object
2D DIGITAL DESIGN
All UI Design
Hallucination Animation Frame Design
Shadow Animation Frame Design
Hint/Narrative Decal Design
Studio Logo Animation Frame Design
Game Title Animation Frame Design
Splash Icon Design
ANIMATION
Studio Logo Splash Screen 2D Animation
Game Title 2D Animation
Viewer Discretion 2D Animation
Environmental 2D Animation
UI Camera Overlay 2D Animation
Street View Doorway 2D Animation
Introduction Cutscene 3D Animation
Defeat Cutscene 3D Animation
Victory Cutscene 3D Animation