PARANORMAL OBJECTS

The game-play of Building 37 revolves heavily around solving puzzles using special paranormal tools that the player discovers.  These objects were advanced for the 1960s, but remember, the government can’t tell you everything.  The employees of Building 37 used these paranormal objects to assist them in their everyday tasks.  Their origins are still unknown to us for the most part, but we speculated on the information we didn’t have…

The LEKTRAX is a non-terrestrial object that was used to mine electricity from another planet, somewhat like an electric pick-axe.  We believe that other worldly beings used the LEKTRAX to extract electricity and store it in a generator cart. The lektrax is placed over the hand and attached with a harness to the user.

lektrax

The F0-110-W is a non-terrestrial object used by Building 37 employees to reach places and things unreachable by other means. We suspect that the other worldly beings who used F0-110-W previously also used it to reach spaces they physically could not.

F0-110-W

The TOHIGANET is a mythical object suspected to be based on a Salish Native American folk tale of a powerful bear.  We aren’t sure how the Salish people used the TOHIGANET, but we are sure that it has the ability to change the direction of gravity.

TOHIGANET

Polished concept art: Will Falk

Original concept for LEXTRAX: Leah Bolin

LEXTRAX

Original concept for F0-110-W: Alyssa Fawcett

Follow Sphere Original Concept

Original concept for TOHIGANET: Ronnie Smith

TOHIGANET

 

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Keep the Building Secure

It’s now time to talk about features in this game. There’s a lot of great stuff that we’re excited for you guys to see, and I’m going to start off with my favorite, the security.

Building 37 is set in an underground facility. This facility had some great secrets inside, and so great secrets also requires great security. Today I’m going to talk about the Security Cameras and Security Doors.

Security Cameras are essential parts of any secret facility, that way you’re able to see what all of the secret employees are doing as well as keeping intruders at bay! In this game security cameras will be able to have a few different functions. They basically act as alarms to other things, so you may not be able to get through a door or a trap may go off if one sees you. Overall, they are things you do not want to cross.

Security Camera Concepts

Now, I did mention doors, and that’s the other part of security I want to talk about. Security Doors are very important and can be controlled in a couple different ways. First of was mentioned before, the security cameras can have some control over the doors. There can also be other ways of opening up locked doors, such as using some of the paranormal objects that have been found in the facility. As we keep letting you know more and more about all the different aspects of the game, you’ll be able to see how everything interacts with each other, and at the end you’ll be able to explore Building 37.

– Austin Stewart

The Mysteries of Building 37

Two Hat Games is proud to announce the game we will be working through the school year is the exploratory noir game Building 37. You play as a P.I. searching for a missing person in an abandoned warehouse, but what you find is an abandoned underground scientific facility surrounded in mystery. Now you must piece together the evidence to discover what caused the abandonment and you must escape the facility before you become trapped forever and lost to history.

The teams goal is to provide a game that will draw the player into a unique mystery and create mechanics that will keep players engaged. We will accomplish this by providing a non-linear story of the PI recording and discovering evidence. The ending of the game will also be based on how the player deals with the things they find. The team has been researching paranormal, mythical, and extraterrestrial objects to bring interesting mechanics to the player that will help them solve puzzles and escape the facility. We also aim to have the player have a bit of fun by testing the abilities of these abnormal objects.

We chose to develop Building 37 based on the challenges it will provide for our artists, programmers, and game designers. This game also still felt like it had the right scope for us to ensure a polished release at the end of our 8 month development cycle. The most significant challenge that the artists will face is unifying our individual artistic skills into one cohesive style. There is also the obstacle whenever anyone makes a game based in a specific time period. We are doing our research to ensure historical accuracy. As stated before we are having paranormal objects that will effect objects in interesting ways. The programmers are going to have to tackle these with care, especially when the player has use the paranormal objects in tandem with each other. The programmers will also have to take on the complex evidence piecing together mechanic that has multiple conditions associated to it. Lastly, the designers have the challenge of piecing these mechanics along with a complex story to make sure the game is thoroughly play tested and that we have the player’s enjoyment in mind. The team is extremely motivated, we all know this may be the last chance that we will be given all these tools and are able to be working with friends to make one kickass game.

We will be constantly updating the progress of the game to give players and friends alike an idea on what goes on during the video game development process. We would also like to show the added challenge of this being a student made game. We hope you all continue following and we can’t to get the game into your hands.

One Team, One Dream

The life of a college student involves experiencing large scale group projects numerous times over 4 (or more) years. As much as these experiences help us understand a group dynamic in a professional environment, many times they leave something to be desired. For many group projects for general credits, groups are usually composed of the following: The no-shows, the quiet bystanders, the “dream-big-do-little”s, and finally the one person all the work falls onto. Now as an amateur in the professional environment, this may reflect industry; but I highly doubt that. Luckily after several weeks of working with our current team, I am proud to accept that this situation will be the one that breaks this pattern.

Not only is this class our capstone project, but every one of us is an immensely passionate gamer from all sides of the spectrum. We’ve got console-gamers, PC fanboys, FPS fanatics, role-players, and DOTA-philes. And as different as our tastes in games may be, we all have the same dream: to release a polished, award-worthy title that we won’t just look to as portfolio material, but as manifestation of where we want the games industry to go in the future.

teamDuring our initial pitching phase, it was quite an experience to read through the large breadth and variety of game mechanics, stories, and art. After we had input, critiques, and some changes,  we unfortunately had to start narrowing down our ideas. However, the ideas weren’t completely forgotten, in many cases, interesting mechanics and styles were picked out and altered to enhance the ideas we decided to move forward with. Starting with nearly ten, fully fleshed out ideas, we narrowed to just two. At this point, there had been so many critiques and rewrites that the idea no longer belong just to the individual who originally pitched them, but was a concept that every member was a part of. After prototyping, styling, concepting, and pitching these last two ideas one more time, we had reached a point where we, as a group, needed to decide which pitch we would pursue. Talk about a difficult decision! This would be what we would spend the next 8 months developing.

This was almost a month ago; after making an educated decision based on every source of input we could, we started to get to work. We’ve spent the last four weeks finalizing every aspect of the mechanics, narrative, style, and tone to reflect a game that we would be eager to play even if we hadn’t developed it. We’ve asked friends, family, and colleagues questions like: “Would this be engaging?”, “Which style do you think works better?”, or “Does this script read well to you?”.

With all this work we are looking forward to announce our title to be released in 8 months time. Though it won’t be announced now, I will leave you with a small, teaser image to get everyone thinking.

titleCard

I hope you join us on our trek through our development process.

Adam Toth

Lead Artist