We chose to explore the concept of 'Museum Trip' through the lens of dehydration-induced hallucination. We aimed to create an experimental gameplay experience in Unreal Engine.
The core gameplay revolves around solving puzzles involving looping objects, strategically placing items, and navigating through non-Euclidean doors. The puzzles challenge the player's observational skills and strategic thinking.
The game blends abstract environments inspired by brutalist architecture and typical gallery settings, representing the player's different states of consciousness. The exhibits are specific to a modern art museum.
This is a level block-out created during the development process:
In a typical museum, you're not allowed to touch the exhibits, and there's always a guard monitoring your every move. However, this game offers a unique experience where the player can interact freely with the exhibits.
The player has the freedom to either destroy the installations or create new ones using the available items.
The game's Logo features an eye to reflect the hallucination theme, representing the idea that hallucinations are most vividly experienced through sight.
The UI uses elements like gold picture frames and a background of still-life paintings to mimic a museum environment.
We use surreal elements imagery, such as floating 3D shapes and a checkerboard pattern on the walls, which enhances the theme of a hallucination-induced experience.