Escape room meets video game in The Kalactik Chronicles! A group of three people take control of a spaceship and are tasked by the Kalactik Corps to protect the galaxy. During their mission they find a secret message, which results in an exciting adventure for a space pirate’s treasure.
The game is played in a physical space, the room is filled with different stations with which players can control the ship. There are weapon-stations, flight control, energy control and a map-station. There are more stations than there are players, so players run around the room - trying their best to keep the ship in order.
Designing for teamwork and communication was an interesting challenge. Though most players only see the game mechanics, designing for team play was just as important. Each scenario the players come across, they will always need to solve that goal together.
The second challenge was designing for space. Players have an open area to explore, but there are clear points we want the players to visit first. This was what inspired us to turn the story into a treasure hunt, by giving players points to search for on the map - you motivate them to explore those spaces, instead of having them flying around.
My tasks for this project were designing the game mechanics, prototyping and playtesting them with Blueprints. Partaking in level design and writing the story. I also voiced Captain Darkwalker, so keep an eye out for that!
Besides game design, I also designed and produced the map station (as seen above). With which players can scan for planets, enemies and guide the rest of the crew. Building a physical installation wasn't something I had much experience with before, so it was a nice challenge to work on.
For this project a client asked us to create a spaceship bridge game, inspired by shows such as Star Trek, in which a crew of people control a ship. The original idea was to modify the game Artemis, making it more approachable for less experienced gamers - so it could be built into an escape room style experience.
Through playtesting with the target audience, we found many flaws with the original game that couldn’t be easily modified or changed. Our team was also convinced that the engine lacked the graphical capabilities to create exciting setpieces. Which we deemed important, if the project was to partake in an already competitive market.
We convinced the client to let us build our own version of a bridge game in Unreal Engine 4, resulting in the game we have now.