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All Is Gray - 2023

ABOUT

  • Job: Lead Game Designer

  • Duration: 14 months

  • Team: 10 workers

  • Genre: Turn based, tactical, stealth

  • Support: PC, Unreal Engine 5

  • Type: Vertical Slice (30-40 minutes)

WHAT IS IT?

My JOB

As our final year graduation project, "All is Gray" immerses you in a contemporary war, allowing you to experience the poignant narratives of civilians unjustly affected by this catastrophe.

Embark on a tactical, turn-based stealth game that portrays the tragic lives of these individuals. Your primary objective will be to ensure the survival of the ordinary civilians under your control amidst a harsh and unforgiving environment.

Exercise caution as you progress, for the unknown awaits beyond every corner. The levels are shrouded in a dense Fog of War, compelling you to locate vantage points to avoid detection by the perilous military forces operating in the area.

Furthermore, explore the ruins of the city to gather essential items that can aid you in diverting the attention of guards and creating a path to safety.

This project has spanned a considerable period of time. Throughout the year and a half of our dedicated work, as a member of the core team responsible for project constraints, my major challenge was to establish and maintain a clear vision for the project, enabling us to progress towards a well-defined finished product.

We harbored grand ambitions for the ultimate outcome and devoted extensive time attempting to reconcile two objectives: creating gameplay rooted in intricate systems and conveying a powerful message.

We persisted in our efforts to achieve both goals, but given the complexities involved, we ultimately had to refocus our efforts on one aspect in order to complete the project within the allotted timeframe.

We decided to prioritize the story and narrative elements, as we recognized them as the primary promise of the project. This posed a genuine challenge for me as the Lead Designer, as I had to revamp the gameplay to reduce its complexity while minimizing production costs.

In addition to my leadership responsibilities, I also ensured thorough documentation, enabling programmers to work with clear instructions and minimizing any uncertainties during production.

Furthermore, this was my inaugural experience working on Unreal Engine 5 for an extended production period. This opportunity allowed me to become proficient with the engine and greatly enhance production efficiency.

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