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Find Steve

The story started from Jamie’s dog Coco. Jamie missed her dog very much because of the epidemic for a long time. We decided to play a series of games with the dog and the dog owner. Steve contributed the name to the protagonist. 
The first episode is a mini game in the first person view. 
The second episode told a story about going home.
The third episode is a fantasy experience about finding memories.
The focus of this illustration is Find Steve 2.

Find Steve 1 & 3

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Find Steve 2

Find Steve 2 is a story about love and reunion.

Session 2 is a 3D puzzle game. Because there is a lot of game content, we did not release the WebGL version but exported the PC installation package.

Project Management

Jamie: Steve scenes coding & building
Steve: Dog scenes coding & building
Layla: Art support (character modeling, rigging & animation)

We first made a outline of the story: Steve was forced to work overtime, The dog embarks on an adventure to rescue Steve.
The game puzzles were discussed and decided in group.

(Draft of scenes and storyline)

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Level Design

We have four scenes in total and the view is shifting between the dog and Steve. We made a chart for puzzles and winning condition.

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Characters and Animation

There are three core characters in the game: the dog, Steve, and the boss. I refer to some models online and build lowpoly models in Cinema 4D and rigging the human characters in Mixamo. The dog has different structure so I rigged it in C4D and export image sequence for animation. 

We didn't want to give steve a very specific description, so I adopted a standard character model and used a lot of clothing to cover up the physical features. For the dog model, in order to avoid the low-poly style from distorting the dog's body part, I chose a dog model with more obvious standing ears and long tail. In order to show the identity of the boss, I put a deer head on the human body, because the deer sometimes represents power.

Clues and Indirect Control

In order to give players some clues and guidance, we added hand-drawn pictures to tell the story when switching scenes. In addition, in the outdoor scene, in order to prevent players from getting lost, we used an obvious yellow billboard model and lights to point to the target location.

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Pipeline in Unity

After preparing all the materials, we built the scene in Unity and then equipped the game objects with scripts one by one. In order to make players understand the operations other than moving, Jamie also added a tutorial level to let players learn how to use the left and right buttons of the mouse to pick up and throw away items. We have over 30 scripts in the project and 14 scenes in the final output packages.

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End Game and Post Production

If the player successfully solve all the puzzles, there will be a ending video that indicate your achievement. For the video, we applied 3D model animations with green screen in the software and then composed it in Adobe After Effect and Adobe Pr. 

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Demo Video

Future Insight

There are still many things to improve in this game: clearify hint design,  creatingmore fluent animations, Debugging, adding sound effects, etc. We may also need to clear the redundant contents in the package. In addition, user test is being concerned for future versions.

​No doubt that we will keep on working on this project.

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