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!
Platform:
Windows and Mac
Engine:
Unity Engine
Language:
C#
Duration:
23-24' MICA Semester(s)
Tools Used:
Unity, Maya, Blender, Substance Painter, Adobe Photoshop
Team Size:
2
Completion:
EST. 05/2024
Roles:
Game Design, Environmental Design, Texture Painting, Character Design


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.
DESIGN PILLARS
Immersive: The player should dislike the husband and find his actions unforgivable despite his regret. 
Empathy: The player should empathize with the wife’s desperation.
Discomfort: The player should feel on edge while navigating the metro and find the dark uncomfortable.
DESIGN GOALS
Narrative Impact
The player plays the husband as he tries to escape the memories of his past. Feeling deep regret for his actions during his marriage, the main character is experiences flashbacks from his past marriage throughout the game. Repetitive visual and audible representations of these memories are used to overwhelm the player simulating his past memories.
Environmental Control
The player must move throughout the environment to not become overwhelmed by their past memories. Light is used throughout this game to signify safe havens where players are safe from becoming overwhelmed. By following save haven points, the environment controls the player's movement.
NARRATIVE DESIGN
Husband: 30s-40s, white male.
The player takes the role of a husband who blames himself for his wife’s suicide caused by his neglectful nature. His core motivation throughout the game is to escape the mental torment his wife is inflicting by avoiding the consequences of his actions.
Wife: 20s-30s, white woman, red clothing piece.
The wife takes on the role of the darkness throughout Redline. If the husband steps into the darkness, the wife attempts to force a confrontation. 
The game starts with the husband (controlled by the player) arriving at the metro holding his wife’s suicide note. Reading the suicide note, you learn that the wife wrote this before committing suicide at the place they first met. After he ascends an escalator, he sees his wife at the edge of the tracks where she proceeds to throw herself in front of a train. This causes the metro to go dark, forcing the husband to seek out light sources to avoid confronting his wife. Throughout his journey through the metro, he experiences flashbacks of his relationship. The flashbacks represent how they first met, her pregnancy, arguments about him spending more and more time traveling for work, the death of their child, and his wife's dismay over being left to deal with the grief alone. When he finally finds the exit, he runs up the stairs only to be trapped in confronting his wife. Leading to a remorseful ending, the mood is broken when the wife reminds him that it is too late to change what he did.

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