My role in the Hush project was Story Creator and 2D Effects Leader. I led class discussions to decide creative decisions such as the plot line, setting, and overall aesthetic of the game. In order to maintain a cohesive style throughout the entire experience, I created mood-boards, color palettes, and reference images to help guide our 3D modelers. Once we were ready to begin level design, I came up with the layout of the environment and pitched ideas for the different puzzles that the player would encounter.
Whenever possible, I would create multiple design options to offer to my team so we could vote as a class. I wanted to give my cohort the chance to approve or veto design options in order to make it a more collaborative process. I used this method when creating the logo, user interface buttons, and credit scenes. You can view my concept designs below.
I also personally compiled and edited our class progress as we worked that showcased what went into making this game. Click the videos above to view my behind the scenes video as well as a full play-through.
I was also tasked with digitally painting the hands of the player and the portrait of our villain, Vincent Montgomery. Once the player progresses through the game, the player's hands begin to look gruesome and ill, while the portrait of Montgomery becomes younger and more terrifying. I've provided images and a video link below to demonstrate how these changes occur throughout the game.