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除魔

3 PLAYERS       ~25 MIN

Chu Mo is a themed escape room experience where the players take on the role of exorcist students, trying to seal a rampaging demon away. By combining alternative controllers and traditional game mechanics, we hope to bring a truly immersive experience to our students!

ROLE:
Station Design, Voice Acting   

TOOLS USED:
          Unity, Figma           

TEAM SIZE:
12
             

DURATION: 
2023.1 - 2023.11

  GENRE:
Local co-op,
Alternative Controller

GAME TRAILER

The students must work together to quickly identify curses and reverse them by using the powers of 3 different magical tools - Drums, Talismans, and Relics.

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GAMEPLAY DESIGN CHOICES

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Independent Roles:

  • Each player must complete their station's unique task

  • Players can find a station that suits them! This minimizes player frustration and increases replayability. 

Shared Objective:

  • Teamwork teamwork!

  • Reversing each curse will require the contribution of all players

World Events:​

  • Brings players together after each boss phase 

  • Adds an element of excitement and urgency to the gameplay

Immersive Curses â€‹

To bring the curses to life, our design centered around projection mapping, fidgets, and sound effects

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  • Projectors: display visuals on the walls, such as blood and ghost.

  • Fidgets: mimic the Demon possessing objects, controlling the electronics in the room to turn on and off. 

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Observe & Identify

  • Together, the players will observe the room and search for curse signs.

  • Input them into the database!

  • The database shows the solution for each station task

The game mechanics of the 3 stations draw inspiration from ancient magical tools used in Chinese Taoism exorcism.

DRUM STATION

  • The Drum Station's mechanics focus on rhythm and memory.

  • The player is challenged to replicate unique patterns while maintaining the tempo.

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STATION GAMES DESIGN

DESIGN PROCESS

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Early Gameplay Ideation

  • During the ideation phase, the game initially gravitated towards a fast-paced rhythm game.

  • Upon testing, it appeared that it was hard to hear/follow the beat with loud sound effects in the room.

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Mini-game Design

  • We incorporated pattern memorization and decreased the tempo speed.

  • This challenges the player's short-term memorization skills 

  •  The pattern gets longer and more complicated as the game progresses, increasing the difficulty. 

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Physical Installation

  • Vibration sensors are connected to a Makey Makey for input detection.

  • Since the sensors are overly sensitive, I added foam boards to dampen vibrations and enhance precision.

  • After the concept artist laser cut their decor design, I painted it, these pieces are important cuz they hide the monitor so it does not take the player out of immersion.

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An intricate workspace to enchant, draw, and cast talismans.
 

  • The player needs to enchant their talisman with the correct element, then finish drawing unique symbols with their brush.

TALISMAN STATION

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DESIGN PROCESS

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Early Gameplay Ideation

  • We knew an exorcism game must have talismans - from the start, we wanted to do the idea of tracing/drawing unique symbols.

  • At first, we wanted the player to have an ink palette and they had to select the correct color.

  • However, this use of different colors is not referred to in Chinese exorcism, we had to make some changes so the station feel thematically correct :3 

Mini-game Design

  • We dug deeper into the concept of "五行" -  the 5 elements that interact and influence each other through a cycle.

  • Wood, Fire, Earth, Metal, Water.

  • Instead of choosing the correct color, the player will have to enchant their talisman with the correct element.

  • After enchanting, unique symbols will show up on the screen for players to draw over with their brush.

  • We want the station task difficulty to scale with the game process, so the symbols will get more complicated, and the player have to draw more!

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RELIC STATION

  • The Relic station keeps the player actively moving while challenging their observation skills.

  • the player must activate the required relics in a specific sequence to wield their power.

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DESIGN PROCESS

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​Early Gameplay Ideation

  • Initially, the design for all 3 stations involved players standing stationary next to their designated areas.

  • But after getting inspired by a lot of DDR (Dance Dance Revolution) games, we thought it would be fun to have a more dynamic station that requires the player to move around

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Mini-game Design

  • We placed two shelves that hold the relics on the opposite side of the classroom, adding physical activity but also appeals to players who appreciate a hands-on experience!

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Relic Props

  • Our initial approach was to use physical props as relics, but they turned out to be too heavy for the pedestals. So... we ended up 3D printing them.

  • Me and one other artist got to hand-paint all 12 models (was super fun!!!)​

  • The pedestal works like a button - when the relics are pressed, the pressure generates input.

ROLE OF BEIDOU + TUTORIAL DESIGN

  • The most challenging part of this project for me was designing and voicing Beidou - the instructor.

  • With many different game mechanics, it is beyond crucial to have a well-designed tutorial to guide the players.

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Instructor Persona

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  • When coming up with ideas of how to do the tutorial, the team all agrees that the most efficient way to guide the player is to create an instructor character - Beidou 北斗. 

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  • ​I designed Beidou's personality to be a blend of liveliness and sassiness. She approaches her teaching with a vibrant energy. Yet, she doesn't hesitate to use humor and sarcasm to lighten the intense atmosphere.
     

Tutorial Flow

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  • I first created a flow diagram to better picture what needs to happen during the tutorial. 

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  • The entire tutorial should take about 5 minutes to complete (including when the players play their station)

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  • It was important to me to balance banter within teaching, to efficiently teach them everything while letting Beidou's personality shine <3

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I lost count of how many revisions I have made to the tutorial scripts, and, not gonna lie, I never thought I would voice a character hahaha. But looking back, I'm so glad I stepped out of my comfort zone and brought her to life <3

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