A downloadable game

The Moving Slough is a two-part project that distinguishes itself by its content while remaining closely interconnected. The first part of the project involves creating a semi-realistic universe set in 19th century Louisiana. In this world, a profound darkness reigns, populated by morbid creatures of all kinds. No one knows exactly why, but the epicenter of this darkness appears to emanate from a region erased from the maps: the Moving Slough, an extremely perilous territory that only the most daring hunters dare to explore. The second part of the project focuses on creating a game level that allows players to explore this swamp and uncover clues and traces of a bloody event.

Production:

The project spanned a period of 10 weeks, with 4 weeks dedicated to creating the universe and 6 weeks to designing the level itself. For the creation of the universe, I deliberately chose to focus on a small part of a potentially much larger world, teeming with unexplored ideas. This choice stems from my desire to create something specific, highlighting a unique location. This approach facilitated its representation as an exploratory level, where players can gather clues about the mysterious events that took place in this universe. For the level's design, I began the process by drawing a detailed map to ensure that all paths could be connected, with almost all leading to the center of the swamp. In the editor, the most crucial aspect of production was ensuring that the player was skillfully guided to the heart of the swamp, where most of the key elements are concentrated.

Challenges Faced:

This project presented several challenges, both in creating the universe and in designing the game level. The main challenge in creating the universe was to remain concise and stay within the boundaries I had set for myself, focusing mainly on the details of the marshy region. The primary challenges related to level design were associated with the use of Unreal Engine's terrain tool and ensuring that all paths were accessible and navigable. With limited experience with this tool, I had to go through numerous trial-and-error attempts to achieve the result I am proud of today. I also had to conduct numerous tests and research to create a dark and oppressive atmosphere while ensuring smooth navigation.

Inspirations :

I drew a lot of inspiration from role-playing games such as We Deal in Lead, Deadlands, and Into the Wyrd and Wild for the creation of my universe, drawing from their types of creatures, locations, and themes. I also gathered many concepts and ideas from books like The Planet Construction Kit by Rosenfelder and Kobold Guide to Worldbuilding by Grubb. As for the level design, I drew extensive inspiration from swamp levels in games like The Witcher, Hunt: Showdown, and Weird West. My love for the western theme has always been a source of inspiration for me, and I am delighted to have had the opportunity to explore this genre and create my own altered universe.

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Moving Slough.zip 951 MB

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