In a rural town suspended between reality and memory, you wander familiar spaces that no longer feel the same, now grown strangely quiet. Retrace moments from a childhood summer as the world gently unravels, revealing what was left behind as you died.
Links: full documentation | portfolio site | playbyplay (Tumblr or 3DHit)
This project, titled This is Home, is a narrative exploration game set in a rural coastal town that exists somewhere between reality and memory. The player assumes the role of a child, wandering through a version of their hometown, summer of 2014, though it seems to be eerily quiet.
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Glossary
Full GDD
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Return to a quiet hometown and retrace a childhood summer as the world slowly reveals itself.
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Don’t forget to record what you did today!
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What am I doing again?
Cinematic trailer with a 15-minute game demo. Funding and indie company! Prove them wrong!!
Resources:
https://romeroblueprints.blogspot.com/p/table-of-contents.html
https://lostgarden.com/
https://www.worldofleveldesign.com/
Mathew Wadstein & Ryan Laley (YouTube)
https://cghero.com/tutorials
Documentations for Game Versions
Prototype Notes
Proof of Concept: Summer 2026
Dev. Checklist
Deliverables
Final Deliverables:
- Cinematic Trailer
- 15-Min Game Demo
- Portfolio Book/Showreel: Props, UI and Level Design
- Marketing Posters/Cards
Priority
- Level Design
- Test Props - show off scope for visual goals ie. shaders, hand-painted textures
- Test Mechanics - Blank Corner, Shape Sorter
Presentations
September: PechaKucha/Concept
Friday 2nd October: level blockout, basic mechanics.
Pecha Kucha (September/October)
May: Pitch Deck / UK Games Fund
Note:
Sketches for concept art, don’t focus too heavy on paintings.
3D props over finalised paintings.
- Spherical view (Fisheye?) applied through Post-Process volumes
Asset List
Dev. Periods
Intensive work periods; log what you’ve completed here.
Intensive Development Week / Induction Week (Sep 28th - 2nd)
Game-jam standard. Main mechanics and goals within level design is clear at a glance.
Answer the following:
- [ ] Is the player’s goal clear? Where are they are going? What are they doing from the start?
- [ ] Is the demo area too big for your scope?
Aim to build an area that you can do within two months. Ensure the mechanics and builds/props are scalable/modular.
- [ ] Is your main mechanic/s working and viable?
Blank Corner mechanic should work. Aim to polish this until September as it is your key mechanic. Blank Corner
Monday
Pre-Production Talk
Development:
Tuesday
Refining ideas for projects, initial research and development considerations/ technical challenges and opportunities.
Wednesday
Finalising groups and group roles.
Thursday
Independent Study
Friday
Game students presentations & continuation on Pre-Vis work.
Presentation content:
- [ ] Level Blockout
- [ ] Basic mechanics (framework)
- [ ] Props with tested visual style (texture and shader)
Final Submission: Mid-April finish
Bibliography/References
- https://www.youtube.com/watch?v=lMcEhEUMzH8
- https://www.worlddata.info/asia/japan/tsunamis.php
- https://en.wikipedia.org/wiki/2011_Tōhoku_earthquake_and_tsunami
- https://www.jnpoc.ne.jp/en/what-we-do/tohoku-disaster-relief/
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