

EVERYWHERE
Overview
Platform :
PC
Engine :
Unreal Engine 5
Language :
English
Team size :
7
Role :
Game Designer & Sound Designer
GENRE :
Puzzle, Reflexion, Education
PITCH :
Embark on a thrilling journey through the twisted tunnels of Everywhere.
Your mission : escape the relentless pursuit of menacing roots. Navigate the cramped gallery, employing every skill to outpace your arboreal adversaries.
Context
Everywhere emerged as a compact horror game crafted during the Global Game Jam 2023, inspired by the theme 'Roots.' In a span of three days, we passionately developed this project, delving into the challenge presented by the given theme.
What we decided to do
We opted for a gripping horror experience featuring relentless root entities chasing the player through cramped tunnels. The claustrophobic setting periodically expands into larger rooms, offering brief respites or compelling survival choices.
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To intensify the challenge, we introduced deceptive tunnels with faux exits to mislead the player. Additionally, a lurking enemy heightens the stakes, necessitating cautious navigation to reach the elusive exit.
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The atmospheric experience is heightened through a black-and-white palette, leveraging stark light contrasts to accentuate the oppressive narrowness of the tunnels.

WALKTHROUGHT

ROLE
Game Design
Players can freely move and control the camera, with strategic use of certain lights marking safe zones for survival. Quick Time Events (QTEs) intensify the gameplay, demanding rapid responses during root attacks. Crouching offers a tactical advantage, enabling passage through tunnels at the expense of reduced speed.
Sound Design
Taking on the sound design for our horror game was crucial for crafting the overall experience. I focused on classic horror elements like jump scares and tension-building crescendos to immerse players in fear.
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To bring our game's entities to life, especially the eerie roots, I carefully selected monster sounds to make their presence chillingly real. This heightened the horror narrative and kept players engaged.
Creating the game's ambiance involved layering sounds like whale calls and falling rocks to craft a unique, ominous atmosphere. This added depth and intensity to the gameplay.
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Overall, my role in sound design went beyond jump scares. It was about creating a rich auditory landscape that elevated the game's ambiance. The result was a chilling and unforgettable experience that fully immersed players in our horror world.
