Audrey White
Locked In, Locked Out
(Psychological Horror Level)
(ver. 2)
Download
Created: February - April 2021 (2-3 months) (ver. 1)
Remade: February - May 2023 (3-4 months) (ver. 2)
Build: Unreal Engine 5.1
Genre: "Locked In, Locked Out" is a psychological horror game with stealth elements based on the 2020 pandemic.
I created the concept, story, pitch, level design, lighting, mechanics, GDD, time management, cinematics, and sound (specifically, sound placement) and voice acted.
(Further credits in walkthrough below as well as Nurse/Doctor model/animation credits to Mixamo and some sounds from opengameart.org)
This is version 2 remake of the 1st version made in 2021 (which is at the bottom of this page.)
Â
LiLo (ver. 2) Walkthrough
Plague
GDC Highlight
Plague
(Collab Project - GDC/PAX East 2023)
Pre-Development: June 2022 - August 2022 (3 months)
Development: September 2022 - March 2023 (6 months)
Build: Unreal Engine 5.1
Overview: I was Lead Designer on 'Plague' which was a collaborative project as senior final class at AAU. The Game Design department combined with the Art department to bring together a 2.5 point and click adventure game within 6 months of development. Everything was built from scratch in the Unreal Engine 5.1, no plugins, no temp art/placeholders.
There were 30-40 artists on the project, combining 2D and 3D art skills, along with 5 Designers, including myself. Along with setting up the core quest system, dialogue system, dialogue narrative and some lighting/art placement, I managed my 4 designers, giving tasks, understanding skill sets, and building up the team.
I also worked with the 2D Art Lead, Zoey Kister and 3D Art Lead, Travis Perry, to assure development was moving along in a timely fashion. I worked also with the Art & Design Department Heads, Brian Hess and Mark Girouard to update them on progress and time management. Overall, I was in charge of bringing the design of the game to a completed demo that got showcased in our own booth at GDC 2023 as well as it being showcased at PAX East 2023.
WIPs/Finals
Hellbound Walkthrough/Highlights
Hellbound
(Combat/Level Design)
View
Created: September - December 2021 (3 months)
Build: Unreal Engine 4
Genre: "Hellbound" was created in GAM 416 - Combat Design class at AAU. I created a combat design level, focusing on scripting, level design, and completely custom background soundtrack and sound design, written, produced and performed by me. This project took the full extent of Fall 2021 semester to create, polish, and implement as a solo project for Combat Design. This project is still currently held as an example for future Combat Design students under Game Design Department Head, Mark Girouard.
All art assets were pulled from https://opengameart.org/ and https://www.spriters-resource.com/
Broomstick Bay Walkthrough
Broomstick Bay
(HUB Level)
View
Created: October - November 2021 (3 weeks)
Build: Unreal Engine 4
Genre: "Broomstick Bay" is a HUB level set in a Halloween game called, "Spooktacular" as an example for MMORPGs and RPGs.
I created the concept, story, pitch, level design, lighting, mechanics, GDD, Asset List, models, cinematics, and sound (specifically, sound placement). Music and sound credits are in the description of the walkthrough below.
View
Into The Deep Walkthrough
Into the Deep
(Stealth Level)
View
Created: October - November 2021 (3 weeks)
Build: Unreal Engine 4
Genre: "Into the Deep" is a stealth level inspired by Alien Isolation and SOMA.
I created the concept, story, pitch, level design, lighting, mechanics, GDD, Asset List, Enemy Spec, 3D models, cinematics, and sound (specifically, sound placement). Music and sound credits are in the description of the walkthrough below.
Download
Locked In, Locked Out
(Psychological Horror Level)
(ver. 1)
Download
Download
Created: February - April 2021 (2-3 months)
Build: Unreal Engine 4
Genre: "Locked In, Locked Out" is a psychological horror game based on the pandemic with 3 alternate ending cinematics.
I created the concept, story, pitch, level design, lighting, mechanics, GDD, time management, cinematics, and sound (specifically, sound placement). I led the five person game development team and managed the entire project - start to finish (further credits in walkthrough below).
LiLo (ver. 1) Walkthrough