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PROJECT TUNDRA

ABOUT

Project Tundra was a team project for my 3rd year of college. The game was set in an Arctic research laboratory, a chilling setting where a recent accident had dire consequences, resulting in a fellow scientist's failed experiment which lead him to transform into a menacing enemy. The game offered a horror experience in which audio played a pivotal role, masterfully crafting an unsettling and eerie atmosphere. We were very inspired by games like Half-Life by Valve and Resident Evil 7 by Capcom.

DEVELOPMENT

I worked with two classmates, one being from a different campus remotely who worked on our audio design for us. I was mainly in charge of the game's interactions, like the mechanics and UI. I also handled the visual effects and lighting. My classmate focused on 3D modeling and level design, he is also a musician so he worked closely with our audio designer, James Kelly, to make sure the sound matched our vision. I played the role of the team leader, managing our tasks in Jira and keeping track of our schedule.

DEVELOPMENT TIME

January - April 2023

GENRE

Horror /// Adventure

SOFTWARE USED

  • Adobe Photoshop

  • Autodesk Maya

  • Jira

  • Unity Engine

Project Tundra, Vertical Slice
Catherine Brzezinska

Project Tundra, Vertical Slice

DESIGN RATIONALE

DESIGN

My vision for the UI and technical aspects was drawn from Visceral Games' iconic title, 'Dead Space,' particularly its 2008 release. This influence is not limited solely to the UI but also the visual effects and lighting design, where I tried to recreate the original game's distinctive aesthetic, and same emotion while playing the game. I was trying to stay true to our own project's art bible alongside the inspiration.

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