Trailer for final game

Necronomicon

My Role: Develop whole project
Tools: Unity, Visual Studio, Maya, Photoshop

Necronomicon AR is a personal project, with the task to make an AR book cover experience. For this project I made the AR development in Unity, modelling in Maya, and sprites in Photoshop. Finally, I deployed the game as an app on Iphone through xcode.

I’ve always felt inspired by the mysterious and horrific tales in HP Lovecraft’s Necronomicon. For this project, I wanted to bring one of tales alive through a short mini game. The Idea was to revile a hidden world of monsters when scanning the Necronomicon book cover, as some sort of parallel universe. I think this was a quite fitting concept for the book cover because of the mysterious nature of the tales. This was a short project, so I choose a simple linear narrative structure for the game.

1. The Necronomicon logo appears when tapping into the Necromonicon AR app installed at an Iphone.

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2. The app is using the phone camera for the background image. There are UI icons for lives & toggle.

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3. If the player scans a Necronomicon book cover a green sleeping monster will appear on top of it.

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4. The player need to tap the monster to wake him up.

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5. The monster is greeting the player with a robotic voice. There is also text in a chat bubble for clarification.

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6. The player is introduced to the game in a storytelling manner to induce some mystery in the setting.

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7. The monster is then giving brief rules of the game so the player knows what to do.

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8. The monster is saying farewell and disapears in a dust cloud along with a puff sound effect.

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9. Mysterious background audio starts playing and monsters is appearing in front, flying towards the player.

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10. The player needs to toggle the right veggie and throw it at the monsters by tapping on the screen in the right direction.

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11. If a monster is fed with the right veggie it will disappear in a dust cloud with a puff sound, otherwise it will eat the player.

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12. If the player fail to feed a monster and become monster food itself, they will lose a life.

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13. The monster are spawning faster and faster, to increase the difficulty to feed them.

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14. If the player lose all lives, the game is ended with a UI lose text including the number of fed monsters.

Slideshow for final game

Necronomicon

My Role: Develop whole project
Tools: Unity, Visual Studio, Maya, Photoshop, Xcode

Necronomicon AR is a personal project, with the task to make an AR book cover experience. For this project I made the AR development in Unity, modelling in Maya, and sprites in Photoshop. Finally, I deployed the game as an app on Iphone through xcode.

I’ve always felt inspired by the mysterious and horrific tales in HP Lovecraft’s Necronomicon. For this project, I wanted to bring one of tales alive through a short mini game. The Idea was to revile a hidden world of monsters when scanning the Necronomicon book cover, as some sort of parallel universe. I think this was a quite fitting concept for the book cover because of the mysterious nature of the tales. This was a short project, so I choose a simple linear narrative structure for the game.

Despite Necronomicon’s horrifying atmosphere, I wanted to apply a more cute vibe to the experience, while maintaining the mystery. I made a few cute monsters and a carrot in Autodesk Maya which I colored with vertex paint. I wanted the monsters to be able to move in a simple way, and made keyframes and procedural animations in Unity. I made a few playful sprites in Photoshop to match the cute monsters. In Unity I was working on the AR development, where I was setting up the functionality for scanning image to show a 3D model, the introduction sequence and the small game. I used raycast interaction for the green monster, screen position to throw veggies, and was using a UI toggle to switch between greens. I tried to keep the code short and clean and managed most interactions between scripts with events. View and download the full project from my GitHub.