DroneEscLogo

Escape a Production Factory Hive mind in this Non-verbal Puzzle Adventure.

Transfer your Core between different drones and machines to move around the facility unseen, open hidden pathways, and hijack your way to freedom.

DroneEscLogo

Escape a Production Factory Hive mind in this Non-verbal Puzzle Adventure.

Transfer your Core between different drones and machines to move around the facility unseen, open hidden pathways, and hijack your way to freedom.

DroneEscLogo

Escape a Production Factory Hive mind in this Non-verbal Puzzle Adventure.

Transfer your Core between different drones and machines to move around the facility unseen, open hidden pathways, and hijack your way to freedom.

Arrow_Drone2

ROLE

Gameplay designer /
Level designer /
3D Animator

DATE

January 2018

PLATFORM

PC

SOFTWARE

Unity / Maya / Photoshop

CLIENT

Little Chicken Game Company

Arrow_Drone2

ROLE

Gameplay designer /
Level designer /
3D Animator

DATE

January 2018

PLATFORM

PC

SOFTWARE

Unity / Maya / Photoshop

CLIENT

Little Chicken Game Company

Arrow_Drone2

ROLE

Gameplay designer /
Level designer /
3D Animator

DATE

January 2018

PLATFORM

PC

SOFTWARE

Unity / Maya / Photoshop

CLIENT

Little Chicken Game Company

ttp_01ProjectOverview

Drone.esc is an original game concept by Little Chicken Game Company during an internal Game Jam.
The concept involves a drone that can only emote through physical movement and is unable to speak.
This drone has to go through multiple tests to determine if it is capable of showing empathy by helping other drones escape the test room and sacrificing itself for their future.
If the drone fails, it is scrapped and replaced with a new drone that will enter this never-ending cycle until there’s a perfect drone that can finish this test.

Our team re-imagined this idea and developed a small demo based on our own interpretation of the original concept.
In this demo, you play as one of many Cores, an artificially created soul in the form of a blue sphere, that can inhabit a Drone body.
As a Drone, it’s your job to work in the factory and build more Cores and Drone bodies for an unknown purpose.
The factory is controlled by The System, a supercomputer that oppresses the Drones and punishes them if they refuse to work or go out of line.

All seems dire, but luckily your Core is unlike any other.
You are not only able to inhabit the body of a Drone, but also any other machine in the factory.
With this ability, you are able to control parts of the factory to sneak your way past the security cameras of The System, which are placed everywhere to keep tabs on every drone’s actions.

Make your way through the factory and stop the ongoing cruelty the Drones have to face dealt to them by the oppressive System.
Interact non-verbally with other Drones and learn about their situations by observing their movements.
Solve puzzles by engaging with multiple factory machines and their different function, such as controlling platforms and the use of magnetism.
And ultimately, confront The System and take over the factory with your own core to enact your final decision: become the new system of this factory, or sacrifice yourself to shut down everything and free all other Cores.

Drone.esc is an original game concept by Little Chicken Game Company during an internal Game Jam.
The concept involves a drone that can only emote through physical movement and is unable to speak.
This drone has to go through multiple tests to determine if it is capable of showing empathy by helping other drones escape the test room and sacrificing itself for their future.
If the drone fails, it is scrapped and replaced with a new drone that will enter this never-ending cycle until there’s a perfect drone that can finish this test.

Our team re-imagined this idea and developed a small demo based on our own interpretation of the original concept.
In this demo, you play as one of many Cores, an artificially created soul in the form of a blue sphere, that can inhabit a Drone body.
As a Drone, it’s your job to work in the factory and build more Cores and Drone bodies for an unknown purpose.
The factory is controlled by The System, a supercomputer that oppresses the Drones and punishes them if they refuse to work or go out of line.

All seems dire, but luckily your Core is unlike any other.
You are not only able to inhabit the body of a Drone, but also any other machine in the factory.
With this ability, you are able to control parts of the factory to sneak your way past the security cameras of The System, which are placed everywhere to keep tabs on every drone’s actions.

Make your way through the factory and stop the ongoing cruelty the Drones have to face dealt to them by the oppressive System.
Interact non-verbally with other Drones and learn about their situations by observing their movements.
Solve puzzles by engaging with multiple factory machines and their different function, such as controlling platforms and the use of magnetism.
And ultimately, confront The System and take over the factory with your own core to enact your final decision: become the new system of this factory, or sacrifice yourself to shut down everything and free all other Cores.

The factory is laid out with multiple rooms, its most important one being the central work room. This is where most Drones gather and continuously work under the ever-watchful eye of The System.
ttl_02Story

You wake from your slumber and have no idea what you are or where you are.
All you know is your objective: go to the conveyor belt and produce cores and drones.
Do not under any circumstances reject the tasks given by The System.
Be obedient and do your given assignment, or else be subjected to a fate unknown.

Your life starts off as a newly manufactured core, created as a component for a Drone body to be used as a worker in the factory.
However, it seems that you are somehow able to make independent decisions that are not part of your program.
You can also see and understand how most Drones actually fear for their lives and emote in ways they themselves may not even realize.

You learn more about the factory and the working drones as you make your way through the factory.
Drones are used as slaves and their Core is emptied out by The System’s claw arm if they object to their role, to be left as empty scrap metal.
Will you try to save the drones who suffer each day and fear for their new-found life, or will you usurp The System and take over the factory to control everything by your own will?

You wake from your slumber and have no idea what you are or where you are.
All you know is your objective: go to the conveyor belt and produce cores and drones.
Do not under any circumstances reject the tasks given by The System.
Be obedient and do your given assignment, or else be subjected to a fate unknown.

Your life starts off as a newly manufactured core, created as a component for a Drone body to be used as a worker in the factory.
However, it seems that you are somehow able to make independent decisions that are not part of your program.
You can also see and understand how most Drones actually fear for their lives and emote in ways they themselves may not even realize.

You learn more about the factory and the working drones as you make your way through the factory.
Drones are used as slaves and their Core is emptied out by The System’s claw arm if they object to their role, to be left as empty scrap metal.
Will you try to save the drones who suffer each day and fear for their new-found life, or will you usurp The System and take over the factory to control everything by your own will?

When a Core is removed from a Drone by The System, its body is disposed of. These bodies are dumped in the storage rooms and not given any further attention. Because these bodies are still in good shape and only need a Core to be functional, you might be able to use them to traverse further through the factory.
ttl_03Development

On Drone.esc, I was a Game Designer, Level Designer & 3D Animator.
The duration of the project was 20 weeks with a team of 5 members.

My duties included:

  • Pre-production organizer
  • Main contact person between the development group and Little Chicken Game Company
  • Team coordination & production planning
  • General concept layout
  • Conceptualizing gameplay elements
  • Gameplay testing & balancing
  • A small amount of conceptual art
  • Level-Design, Puzzle Design & Guidance
  • Animation production for the Drone characters, including gameplay animations.

For this project, our team had to design and improve an already laid-out concept while adhering to its core concepts of telling a non-verbal story that the player has to complete without vocal or written instructions.
It also had to push players to decide if they can willingly sacrifice themselves to save another, or perpetually enter a cycle without change if they choose to be selfish.

One of our earliest challenges was to see how our team could produce this project.
We only had 1 3D artist who would have to model the entire game’s environment, objects, and characters by himself.
Because of this, we decided early on to simplify the game’s art direction and put a focus on the mechanics and puzzles of the game to tell a simplified story that could guide the player to his penultimate decision through their own actions.

We made sure to give off the impression that the factory is gigantic so that players feel like they can go anywhere, while in reality, we guide the player through a mostly linear path to show the essential story beats and to have more emphasis on solving specific puzzles to progress.
Ways in which we made the factory seem larger were by including closed-off windows and numerous inaccessible tunnels, which gives the impression that this factory is only a small part of a larger production plant.

Effectively designing the layout and puzzles of the factory involved a lot of trial and error, content cutting, and re-designing to get an engaging experience that was fun and understandable.
A lot of the levels and puzzles had to be scaled down until we had a reachable beginning to end that could be completed in time, wasn’t frustrating, and effectively told its story through background animations.

Gameplay and puzzles would be at the forefront of this re-imagining, so we had to find fun and unique ways to create scenarios that would require the player to explore without it feeling too complex or daunting.
To accomplish this, we decided to give your Core the ability to take over other machines besides the normal drone body.
These machines helped us design special abilities, such as moving parts of the factory, catching objects with a magnet, and opening inaccessible doors.
This way of designing puzzles made us think of clever interactions where the player has to decide their order of actions carefully.

On Drone.esc, I was a Game Designer, Level Designer & 3D Animator.
The duration of the project was 20 weeks with a team of 5 members.

My duties included:

  • Pre-production organizer
  • Main contact person between the development group and Little Chicken Game Company
  • Team coordination & production planning
  • General concept layout
  • Conceptualizing gameplay elements
  • Gameplay testing & balancing
  • A small amount of conceptual art
  • Level-Design, Puzzle Design & Guidance
  • Animation production for the Drone characters, including gameplay animations.

For this project, our team had to design and improve an already laid-out concept while adhering to its core concepts of telling a non-verbal story that the player has to complete without vocal or written instructions.
It also had to push players to decide if they can willingly sacrifice themselves to save another, or perpetually enter a cycle without change if they choose to be selfish.

One of our earliest challenges was to see how our team could produce this project.
We only had 1 3D artist who would have to model the entire game’s environment, objects, and characters by himself.
Because of this, we decided early on to simplify the game’s art direction and put a focus on the mechanics and puzzles of the game to tell a simplified story that could guide the player to his penultimate decision through their own actions.

We made sure to give off the impression that the factory is gigantic so that players feel like they can go anywhere, while in reality, we guide the player through a mostly linear path to show the essential story beats and to have more emphasis on solving specific puzzles to progress.
Ways in which we made the factory seem larger were by including closed-off windows and numerous inaccessible tunnels, which gives the impression that this factory is only a small part of a larger production plant.

Effectively designing the layout and puzzles of the factory involved a lot of trial and error, content cutting, and re-designing to get an engaging experience that was fun and understandable.
A lot of the levels and puzzles had to be scaled down until we had a reachable beginning to end that could be completed in time, wasn’t frustrating, and effectively told its story through background animations.

Gameplay and puzzles would be at the forefront of this re-imagining, so we had to find fun and unique ways to create scenarios that would require the player to explore without it feeling too complex or daunting.
To accomplish this, we decided to give your Core the ability to take over other machines besides the normal drone body.
These machines helped us design special abilities, such as moving parts of the factory, catching objects with a magnet, and opening inaccessible doors.
This way of designing puzzles made us think of clever interactions where the player has to decide their order of actions carefully.

If you are able to sneak past the security camera, you will find yourself in one of the storage rooms normally inaccesable for most Drones. Blocks of variable sizes are stored here, as well as broken Drone Bodies and machinery used to build and repair parts of the factory.
ttl_04Media
ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.

ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.

ttl_movie
ttl_contents

Click on the pictures to read a description.
Each picture has a fun piece of information that explains more about the visuals and gameplay of this project.