Project Info
This was a solo first-person project made in Unreal Engine. The brief was to make a 3D environment which contained a short, interactive 'crucial scene' that consisted of multiple choice dialogue options.
In my project, the player takes on the role of Leo Smith - a psychologically unstable private detective who is trying to track down a notorious serial killer. In this scene he is visiting a hotel in the city to question a prostitute known as Isabel. Leo has been told that she may have some information that could help with the case. Because of this information she is very paranoid. She will not open her door to anyone who knocks and she very rarely leaves. This sets up the interactive dialogue scene that the player will participate in. The player knocks on Isabel’s hotel room door, and she begins to talk to the player from behind the door. The player has to try and say the right things in order to convince Isabel to set up an eventual meeting with him. Saying the wrong things will cause Isabel to refuse to talk to the player again, meaning that they'll lose out on the information she has.
I took inspiration from Deus Ex: Human Revolution and the Infamous games for this project. I wanted my scene to have a gritty tone/theme that invokes vibes of Deus Ex. I also wanted to signify which choices would lean more towards good or bad via the use of colour - similar to how the early Infamous games did it. I also used colour to show Leos unstable mental state, with the world being grayscale apart from items of interest (such as the door) and Leos internal thoughts (the green writing on the wall).





