One Cold Evening

I worked as a lead programmer and designer for One Cold Evening, and my responsibilities were mostly related to the lighting and sound design, world layout, and puzzle design and implementation. The game was developed over the course of the school year, working all the way from initial concept to alpha build.

The game is a noir-inspired detective game with fantasy elements, where you explore an open world and solve puzzles and mysteries. The original concept and setting were my idea and design, and it was really cool and exciting too see it all come together. My team's writer and artist did a great job nailing the asthetic of the world, and I spent a lot of time tinkering with sound and light to really match the 1920's mood, only using reds instead of grays.

My co-developer and I also had a great deal of fun making the puzzles and solving design problems we made for ourselves. Cutscenes and a locked-in 'dialogue mode' were not something we had ever made before, but it was a lot of fun designing them to be as clean and modular as possible. It was also great fun to implement the more subtle things people barely notice when they play, like terrain and level design.

Though the game may not have gotten to a level of completion that we may have desired in the beginning, I am really happy with how the project turned out. This is by far the largest scale game project I have ever made, and working on a team with friends taught me valuable communication and time management skills. I learned a lot about how I work and design, and look forward to taking this knowledge with me to my next project!

Screenshots