Impossible Rescue - Metatext Feature DesignMetatext is in-world text that pops up as the player draws near. It is used in tutorialisation, to encourage exploration, and to add...
Impossible Rescue - Puzzle DesignSema and I determined early in Module 1 that Impossible Rescue would have shooting-oriented puzzles to help fulfil the stakeholder brief...
Impossible Rescue - Level DesignI created levels 1 and 2 of Impossible Rescue in Unreal Engine 4. The stakeholder brief specified the approximate length of each level,...
Impossible Rescue - Narrative DesignNarrative is a core part of Impossible Rescue, and forms one of the game’s more long-term, hour-to-hour compulsion loops; the player...
Impossible Rescue - OverviewImpossible Rescue is a fast-paced, isometric shooter with a strong narrative element. Players take control of Danielle and – accompanied...