Survival Horror Project
Created by Ahmad Al-abbas.
I'm a Designer in Jeddah, Saudi Arabia. I work at Beaver Construction Company.
A survival horror game with typical FPS combat, item management, puzzles and environmental story telling, inspired by old Resident Evil & Silent Hill games.
The game will be set in a rural town in the US, where the hero of the game get stuck after stopping to rest from a long road trip with his wife. You battle fanatic town folks and unravel the town mystery as you make your way to escape this nightmare.
The game will offer a sense of vulnerability in a way of controlling an average Joe, wielding non-automatic guns with limited supplies and ammo. It will feature a forgotten gameplay aspects such as item management and puzzle solving.
The combat will be a typical FPS, minus the fast movement, quick reloading and endless supply of ammo, The guns will play a big role of empowering you and making you vulnerable at the same time. The guns will range from pistols, shotguns, and rifles all of which are non-automatic and with small magazines to make sure that no matter how many bullets you have, you will always be threatened by the enemies.
To put emphasis on survival, there won't be any checkpoints, you will have to save manually every now and then by a fixed saving stations.
Making videogames has always been my dream job, and I've recentley found out that the skills that i aquired in my current job (3D modeling and Architecture) can be utilized in game development.
That's why my part of the game will be to make the game world (buildings, ineriors, streets, etc...).
I'll need :
- a gameplay programmer with a background in unity engine who can create various gameplay mechanics such as first person combat, intractable objects (doors, windows, key items, etc…), puzzles, UI and menus.
- a 3D artist/designer who can create 3D assets (furniture, appliances, and props) and place them inside buildings as well as creating textures and applying them in unity.
- an animator who can create characters and cutscenes.
create a small team that can make a sizable portion of the game
use that portion to attract more developers to expand the team
make a finished product that can be profited from