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Spooky Scary Spaces

Alejandro Camús Valdivieso

David Erena Casado

Javier Bermejo García

TFEOfficial Master in Videogame Design
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Spooky Scary Spaces is a third-person adventure game, with a gameplay and visual style inspired by the survival horror of the Playstation 1 and Playstation 2 era. In it, the player is a girl who, water pistol in hand, enters a house where other children are constantly disappearing. However, inside the house she observes that it does not follow a logical order, and each area seems to have no relation with the previous one. Even so, he advances through it despite his fear, knowing that he is on the right path, as indicated by the presence of the Motogotchi (handheld video game consoles) of the children who disappeared there earlier.

GAMEPLAY INSIDE THE HAUNTED HOUSE

In Spooky Scary Spaces, you advance through levels that simulate spaces in a house, encountering enemies, furniture of the house, which you can face with your water gun or avoid since your water is limited. One of the pillars of the game is the water management of the gun.

To advance between levels, it will be mandatory to find a key that you will find somewhere in the current level, and reach with it a specific door (marked with a Fresnel effect). In addition, in each level you will find a Motogotchi, which serves as a collectible.

GAME ART

The game uses a filter with which we pixelate all the models that appear on the scene. This type of filter is used in games like "A Short Hike", and, similar to this title, the highest level of detail is relegated to large or important objects.

Several color palettes were proposed for the game that emanated different environments. We finally settled on one with more natural, cool and muted colors, which supports the hostile environment we presented.

In Spooky Scary Spaces we seek to present an environment where the player feels that the level itself conspires against him. That he doesn't know what to expect or where the next adversity will come from. To achieve this, we attenuate the player's vision thanks to the fog, the color palette chosen is made up of cold colors and the enemies are part of the furniture itself. In this way, an atmosphere with a certain mystery is achieved, where the player must be careful because he does not know what he can trust.

The user interface, as a reference to the game's Motogotchi, is composed of elements drawn in pixel art. Despite the 3D design of this video game, the interface has been developed in a 2D illustration program to achieve the aforementioned aesthetics.

Image gallery

Boceto y Modelado de Objetos
Modelaje de dos Objetos
Modelado de Lámpara y Jarrón
Efecto Pixelizador
Diseño de enemigos
Diseño y Bocetos de Protagonista
Modelado de Nivel 1
Modelado de Nivel 2
Modelado de Nivel 4
Modelado de Nivel 3
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