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Remedy Lane

Quick Overview:

In 2015, I attended the gi-Cluster GameJam in Athens, Greece,

along with the early members of Floating Island Studios.
The theme of that GameJam was "Enigma".

Our interpretation of that theme came into being with Remedy Lane, a short 20-minute narrative-driven FPS Horror game.

In the game, the player takes control of a man who's been captured and locked into a series of half-lit old rooms  which where designed to show him the errors of his ways in the past. His mysterious captor addresses him throughout the game, through the loudspeakers in each room and by the end of the game, the player comes to learn more about the captive man's past and future.

Quick Overview:

>spoilers below<

The ideal aesthetic of the game is inspired by recent Horror games like Amnesia the Dark Descent and P.T.

At the edge of a cliff above the sea, lies a series of rooms, In each room, a series of photographs from the protagonist's past are shown to the player as his captor slowly guides him through the rooms and his past. The main character's life eventually constitutes  a series of misguided actions that escalate due to nothing more than selfishness and egoism.

As a kid, he hurt his friends for fun and stole from them; as a teenager he betrayed people close to him; as an employee he stole from customers; as a husband he abused his wife until one night, after a particularly ugly fight, he gets drunk and drives. Veering, he crashes his car into an oncoming vehicle, putting a woman into a coma.

At the end of the game, as the protagonist dives headfirst off the cliff into the ocean, he slowly wakes up from a coma, realizing the series of rooms was no more than a subconscious dream.

He overhears nurses discussing his car crash and the other woman he hurt.
His vision slowly drifts away and his mysterious captor, revealed to be in fact the protagonists, asks the player if he should keep going or stop fighting for his life.

 

My role in this project:

My roles in the project:

  • Story and Dialogue writing

  • Game Design

  • Level Design

  • Lighting & Material Design

Post-Mortem:

Being our first GameJam, it is easy to say we went way overboard in terms of time.


We did manage to record all the dialogue needed for the game and design the levels, but we were still in our early days, so many mistakes were made especially when it came to putting our work together into a final build.

The build didn't work, which we discovered a bit too late ( so we presented the game in-engine), but even if it had, our poly-count on the models as well as the textures I had made, would have made the game too heavy to even exhibit.

All in all, a bit of a disaster, but hey, if my first presentation as a game developer was a complete disaster, that can only mean it's only uphill from there, right?

Alas, we still like the idea of this game, so I'm glad to say that, as of April 2018, we've started working on re-making it from the bottom up in our free time as a passion project and it should be hopefully done and polished up by Fall 2018.

Project Goals:

The main goals of this project where:

  • Create a short, narrative-driven experience

  • Complete the project by the deadline of the GameJam

  • Learn as much as possible as a team along the way.

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