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TUNNEL VISION

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My Role in TUNNEL VISION

Puzzle Design and Programming

The puzzles for TUNNEL VISION were more difficult than we originally anticipated them to be. The puzzles had to be simple enough to understand with context clues, along with being challenging enough to make the challenge a challenge to complete for the average player. The clock puzzle in particular had a lot of work put into it for keeping the game flow going, from originally being a 2D widget to a fully diegetic object interaction, with 

Lighting

Lighting was a point where I learned about the importance of game optimization and balancing it with the aesthetics of the game. Originally, the game was much brighter, but the problem arose that the lighting was causing too many issues with the game and its performance, so we had to work on making the lighting more focused and darker overall to fit the aesthetic and to help save on game resources.

Other

I also worked on some of the post-processing effects, such as outlines of the interactable items and objects, and on some models, such as for the monitors of the secret ending.

CODE EXAMPLES

Function meant to detect if the player has all of the papers required to activate the final ATM machine.

The clock’s programming – went through the most changes due to problems with how the arms of the clock were rotated.

The tracking function for the camera early in the game level, which had to take the player’s position and then swivel to track the player without leaving its connecting point.

Tunnel Vision (Release) by 4terrabytes

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