

Project:
Software:
Languages:
Team-size:
Status:
​
Horror game with Twitch-integration
Unity
C#
6
In Development
​
The Audience is a horror game with Twitch integration created for Twitch streamer and their viewers. In this game the streamer has to survive room after room, each with a different task. The next room the streamer has to play is decided by the viewer. The viewer can, besides deciding, what room the streamer needs to play next, use other commands to make certain things happen. (For example the command "light" will turn all lights off)
The Team
After 3 weeks the project ended and the best groups of each class were supposed to present their idea to four professionals (similar to a "Dragons-Den" -setting). Our game, together with an app from another group, was nominated as the best product.

Twitch-commands
As mentioned above the viewers are able to type commands into the chat, which will have an effect inside of the game. Here is a video showcasing this functionality and a list of all possible commands, which were implemented by me:
Gamemodes
The prototype features 3 keycard rooms (with different difficulty) and one fuze room, where the player needs to collect 3 fuzes to open a door.
Keycard-room gameplay
Fuze-room gameplay
Roles and tasks
Our Team consisted of 6 people, 3 Artists and 3 Designers. This was the first project, where we were not allowed to have a programmer-focused student in our team. The teacher expected the designer teams (like us) to use HTML, CSS & JavaScript to create an application, which solves a problem, but we really wanted to create a game. This is the reason one of us had to programm the game and this person was me. My main task this project was to programm and design the whole game, which included write code (in C#), design and create levels, implement assets and of course programm the Twitch commands. And this is excatly what I did as you can see in the gameplay videos.
Since the beginning of the project I was programming and implementing mechanics we decided on in the concepting phase:

After the main-mechanics were done I started working on the level-layouts together with the artists:

