Delirium is a First-Person Horror Shooter that focuses on immersion and exploration. Communications have been cut off at a top secret research station in the Antarctic, which is something that shouldn't be possible. You are tasked with investigating the status of the station. If things are as grim as the briefing describes then you must also destroy it. This place is an affront to humanity and a place where science can grow and evolve without consequence, at least without moral and ethical consequence. Fight through the horrifying experiments and the poisonous gas that distorts the world around you. Never forget the fact that evil is always man-made.
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Concepted, documented, and whiteboxed levels 1-3
Worked with art team to design and iterate on the game's UI
Concepted and documented enemy encounters
Concepted and documented the gameplay and narrative systems
Worked on Environment art for levels 1 and 2
Delirium is very exploration focused and I was tasked with the level design, and the biggest issue with crafting an exploration based game is the player getting lost. Sometimes items can be hard to find and winding corridors can be confusing. Which is why I took an approach that was more in line with modern adventure games than the more classical route some exploration based horror games offer. In Delirium, we have split the game into three levels and then split those into three sections. In level one finding the gun is the first section, then getting the door to the second hallway is the next section, then traversing the platforming section is the final section. In level two, the first section is the observation room and operating room, where you have to find the key car, the second section is the three hallway traversal, and finally the set piece platforming section. In the final level the first section is the traversal of the server room and head scientist office to open up the next section, which is the dash through the genetic engineering lab and the fight with the Mega Spider Head, finally you have to activate the lever and trigger the self destruct sequence. It was a great learning experience and reminded me that iteration is very important, the prototype versions saw some heavy editing after Vertical Slice, as it made the game come across as more of an office building than a laboratory.
Immersion is one of the key pillars of Delirium, we had to take out or minimize any obstacles that might interfere. To do this I had the programmers make the entire HUD be on the character itself, taking a inspiration from games like Dead Space and Metro 2033. This led to our gun having an ammo readout and the bracer that shows your health, stamina, and objectives, which checks all the necessary boxes for the required HUD elements. There is also the issue of readability, which was rectified by allowing the layer take a closer look at the bracer by holding the right mouse button. This action is very normal as it is not unlike looking at a watch, which means it will conserve the player's immersion.