REDLINE is a first-person horror game that is in the process of being developed for Anne Evans' Game Design Thesis.
On this web page, development prototypes will be uploaded showcasing the process of REDLINE's development. Feel free to explore these prototypes to see what we are currently working on, and please look forward to the complete version of this game being released in May 2024!
Environmental Design Roles:
Interior Design, Asset and Prop Design, Texture Painting, Character Design, Character Animation
Engine:
Unity Engine
Tools Used:
Maya, Blender, Substance Painter, Photoshop
Team Size:
2
Completion:
EST. 05/2024
DESCRIPTION
REDLINE is a first-person horror game that takes place in a metro haunted by the player’s past actions. Players embark on a journey that takes them into the mind of a husband consumed by his past failures. It is an emotionally charged, atmospheric experience that delves into the complexities of remorse and regret.
Throughout REDLINE,  the player must move from light source to light source, avoiding the dark. The dark causes the player to experience overwhelming panic caused by memories of their past. Spending too long with these memories, the player blacks out and resets their progress. Players must find a way to navigate obstacles within the metro, forcing them inevitably to confront their past.
ENVIRONMENTAL GOALS
LIMITED COLOR PALETTE
A strictly limited color palette of black, white, and red is used to deepen the horror atmospheric experience. This color palette is also used in circumstances to easily draw the player's eye using contrasting red objects.
LARGE INTERIOR
Large interior spaces are used to make the player feel small and insignificant in comparison to their surrounding area. The vast interior space is deliberately used to create this sensation, while having direct pathing for the player using various environmental clues.
RECOGNIZABLE ENVIRONMENT
Referencing well-known underground metro systems such as the London Underground and the New York City Metro creates a sense of familiarity for the player to explore the space. Familiarity creates a predictable sense of exploration, from which pathing is based upon for level design.
Prototype 6
Final Prototype
04/15/2024

Focus Areas:
Texture Architecture.
Prop placement.
Finalize environmental design coinciding with the level design.
UI Programming.
Graphic design & UI design for title screen, and website.
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Final Prototype In-Game Screenshots
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Unity Editor Screenshots (no lighting/no post-processing)
Final Prototype UI (Title Screen)
Final Prototype UI (Title Screen)
Final Prototype UI (Pause Screen)
Final Prototype UI (Pause Screen)
Prototype 5
03/25/2024

Focus Areas:
Finalize wife & pregnant wife models.
Rig wife models for animation.
Create extra props for interior decoration.
Create real life props for emotional impact throughout flashbacks within the gameplay.
Texture all props and architecture for finalized models.
Prop Substance Painter Material Examples
Prop Substance Painter Material Examples
Prop Substance Painter Material Examples
Prop Substance Painter Material Examples
Wife Finalized Model in Maya
Wife Finalized Model in Maya
Pregnant Wife Finalized Model in Maya
Pregnant Wife Finalized Model in Maya
Wife Substance Painter Material Example
Wife Substance Painter Material Example
Rigged Unity Editor Wife Example
Rigged Unity Editor Wife Example
Final Metro Props Maya Render
Final Metro Props Maya Render
Final Real Life Props Maya Render
Final Real Life Props Maya Render
Final Real Life Props Maya Render
Final Real Life Props Maya Render
Prototype 4
02/21/2024

Focus Areas:
Re-modeling all architecture into modular pieces.
Creating props to place for environmental purposes, as well as level design content.
Polishing the exterior and interior of the metro car model.
Prop Layout
Prop Layout
Modular Architecture Layout
Modular Architecture Layout
Level Two Maya Render
Level Two Maya Render
Level One Maya Render
Level One Maya Render
Level One Maya Render
Level One Maya Render
Prototype 3
12/08/2023

Focus Areas:
Creating two railroad tracks in level two for more interaction areas.
Create a rough draft of level one.
Hallway connections between level one and two.
Finish rough model of antagonist.
​​​​​​​
Level 1 (Maya Render)
Level 1 (Maya Render)
Antagonist (Blender Render)
Antagonist (Blender Render)
Level 2 (Maya Render)
Level 2 (Maya Render)
Prototype 2
10/20/2023

Focus Areas:
Detailing level two.
Create a base metro car model.
Maya to Unity exporting and implementation.
​​​​​​​
Level Two (Maya Render)
Level Two (Maya Render)
Metro Car (Maya Render)
Metro Car (Maya Render)
Level Two(Maya Render)
Level Two(Maya Render)
Prototype 1
09/15/2023

Focus Areas:
Learning new programs Maya and Blender.
Learning character modeling.
Grey boxing level two.
Find reference architecture to base metro upon.
​​​​​​​
Metro Car (Maya Greybox)
Metro Car (Maya Greybox)
Antagonist (Maya Greybox)
Antagonist (Maya Greybox)
Level Two (Unity Greybox)
Level Two (Unity Greybox)
Metro Reference Image (MTA)
Metro Reference Image (MTA)
Metro Reference Image (London Underground)
Metro Reference Image (London Underground)
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