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Go To Hell
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Go To Hell

Go To Hell is a game we made for our course group projects at Digital Arts & Entertainment. The theme we were given was Couch co-op/PvP, verticle slice. We had a limited time to work on this so im really proud of what my team and I have been able to bring . Available on https://lucaki1000.itch.io/go-to-hell

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Go To Hell is a small couch co op game that can be played with 2 to 4 players. Become a detective in an attempt to fight a cult and the elder god that they summoned. Use your trusty flashlight to burn his minions away. Step into pentagrams to face the god in the astral plane using astral bullets. But keep an eye on your sanity, lower sanity may make you faster but also reduces your max health. Once your health is zero you go down. Luckily your companion can get you back up by standing in the glowing circle. But even this is limited. If everybody is down then it is game over.

So please come on in. Try your best, because in the end we will all Go To Hell!

This Project was made for the course group projects at Digital arts & entertainment. We were tasked with making a verticle slice of a couch co-op/Pvp game. During this ourse we had go through the entire devlopment cycle, we started off with making all of our documents, tech doc, art bible and a game design document after which we started prototyping for 2 weeks, figuring out what engine and what software we would be using. We eventually settled on unreal engine. After our 2 weeks of prototyping we started actual development, development was split up into 2 sprints, each of 3 weeks long where we could work on the project for 10 hours per week, and 1 week of polish. I'm really proud of the work my team and I were able present in a short development cycle.

Casandra is our character artist, she made all of the character models, also rigged and animated them.

Ivo, our enviroment and VFX artist, modeld, textured and did all of the lighting in the level aswell as all of the vfx.

Michiel programmed our player characters.

Luca programmed all of the enemies aswell as the boss.

Since we didn't have a sound designer and none of use have any experience in that department we all chipped in.


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