Devika Santosh

Entertainment Technology student, aspiring Experience Designer

Two to Foxtrot

Asymmetric game where two players see different things and must communicate to win the game.

Building a world for the ETC festival, with a focus on maximising throughput and aiming for multiplayer experiences.


ROLE Producer, Programmer, Technical Artist. UI programmer for interim round
TIMELINE 2 weeks
Project GIF

Game Mechanic

2-player asymmetric game where the human and the forest spirit have different abilities, and can see and interact with different entities.

The human can move physical obstacles. The spirit can talk to the ghost. The human can read. The players must communicate to solve the puzzles.

Platform

Unity Engine, Xbox controllers for each player.


Team

Joy Lim, Sharon Liu, Winnie Tsai


Tasks performed as producer


Role: Integrating UI into the game

Art Project 1

UI appears based on range of player within a region


Art Project 1

UI for communication with ghost - player cannot decipher the whole request


Encouraging players to communicate early on (Asymmetric Play - Part 1)

Art Project 1

Conversation between characters visible only on their respective screens - makes players talk to eachother to complete tasks

Alt text: Sprit cannot move the rock. The spirit player sees the "That's too heavy for me to move." dialogue. The human sees only the "Hmm, maybe I can move this." line. Works as a standalone line for the human player too.


Quests! (Asymmetric Play - Part 2)

The spirit can talk to the ghost. The human can read. The players must communicate to solve the puzzles.

Art Project 1

Human view and Spirit view

Red(flower + mushroom)!!


Happy ghost - the light bridge opens!

Art Project 1

When the task (red flower + red mushroom) is complete, the ghost animation and UI changes, and the light bridge is now accessible to players.


End of Part One - Cinematic Fade Out

Art Project 1

Each player's screen fades to white slowly, after they enter the light bridge and fall into an abyss.

This was the end of our interim game and was meant to feel complete. We later added more tasks between the ghost's first request and the final fadeout escape.


Role: Shader programming

Art Project 1 Art Project 2
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Technical Art - Shaders
Technical Art - Shaders Technical Art - Shaders Technical Art - Shaders

Effect at start of page recreated on character assets from the Unity Asset Store.
Character 3D Model by: Dungeon Mason

Link to character asset: https://assetstore.unity.com/packages/3d/characters/humanoids/rpg-tiny-hero-duo-pbr-polyart-225148


Gifs are from original BVW game.

Character, environment, and UI elements created by our artist: Joy Lim

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Challenges

  • Our main challenge was audience throughput, and figuring out how to make the experience accommodate as many guests as we can, and still feel interesting to people who have already watched others playing it.
  • Since we'd decided on making a puzzle game, maintaining the element of surprise was crucial.
  • Creating a strong asymmetrical game was also challenging.

A lost human and a forest spirit must work together to navigate an enchanted land and serve a ghost's requests. The two complement eachothers' abilities, and are navigating a winding backstory of long-lost memories. However, when the ghost's final request is for the human themselves, they find themselves caught in a deadly chase.


We were tasked to build an experience for the annual ETC festival showcasing students' BVW rounds. The objectives were to create an experience with a good throughput, that can be enjoyed by multiple players and is a short experience.

Our world explored a fantasy land and the story of a human and a spirit, both with different abilities in the world, and who can see and understand different things, navigating a journey of escaping a ghost.

I was a programmer and producer, and also worked as a technical artist, creating trail and glitch shaders that fit the world, and fade-out effects. I also worked as the UI programmer for the interim round, setting up the range, placement, and timing of UI elements.

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