Conceptualization


Game ideas Conceptualization :

Game genre: PC video game, Puzzle, horror, crafting, survival.

Panopticon is a prison-based game that enables a single guard to watch over a large number of prisoners all at the same time. Players will play the role of the survivor, the survivors are the prisoners who are motivated to act as though they are under surveillance at all times, as the design of the panopticon ensures that the prisoners are unaware of whether they are currently being watched. Plyers will be driven by a strong surviving sense to solve puzzles to escape from the prison. The watch guard controls Monsters randomly jump out of the shadow to stop the escaping route. Collecting surviving items and craft weapons will help increasing surviving possibility.

We are trying to convey the feeling of someone invisibly watching over the players to create a tense atmosphere during the gameplay. Also, the nerve-wracking experience is the goal our developing team is working hard towards achieving.

Premise :

An intrepid investigative reporter finds herself in a top-secret government research facility when the organization's most ambitious project yet goes wrong and causes the whole building to go into lock-down.

In order to get out, our hero must delve further into the research facility to help rescue a man who may be her only chance of escape. Uncover secrets and try to survive against the strange creatures which the organization has been experimenting on.

Unique Selling Point :

A return to the old-school survival horror games that share a fixed camera perspective, and allowing the player to see through the enemy's eyes to create a 2nd person Game.

Further research support:

In recent years, large scale games have been experimenting with the camera in games to create new experiences, such as God of War (2018), Resident Evil 7 (2017).

In Driver: San Francisco's 6th mission, "The Hunt", the player controls a car being pursued from the perspective of the pursuer.

Ever since the release of Resident Evil 4, the series has moved to an over the shoulder camera which is present in most third-person action games. In the previous entries in the Resident Evil franchise, the player views the game entirely from a fixed camera angle.

By merging the fixed camera angle with a mechanic similar to the siren series "Slightjacking", where the player is able to view the world from a monster's perspective, the player will always feel like they are being watched. THE CAMERA IS MORE THAN JUST FUNCTION

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