A steampunk art style action-puzzle game about a dying boy’s introspective journey to a bell tower. 

About the BENNY

 

Benny is a 3D game demo made by five students. 

 

The game demo integrates AVG puzzle solving and adventure.  The theme of the game originates from laziness of the Seven Deadly Sins. Players are confined in a closed bell tower, while cracking various kinds of mechanisms, they should also find the exit for escape, and unlock their lost memories. The moment of clearance of the pass or level is also the time when the puzzle of the whole story is solved. It gives people amidst darkness a glimmer of hope and enthusiasm, making the human nature more perfect, bringing salvation to the people, and discovering the existence of the goodness of human nature amidst its dark character. The art style of the game is gothic + "steampunk" style.

 

 

 

Design Idea

With my own current age group as the starting point, I summarized the emotional flaws of majority of the young people from their spiritual aspect: "cowardice, laziness, high regard of themselves, and no target of faith..." With this as my reference, I gradually enriched our protagonist. Our protagonist is not a hero, rather a rebellious bad boy. But he is very real, and he is the spiritual portrait of many young people. I, therefore, came up with the idea of expressing the theme with each sin of the Seven Deadly Sins as specific event. It constitutes the structure of the game - seven levels, and each level corresponds to different theme of sin. However, due to time restraints in our post-production, we made relative adjustment towards the seven levels, and took “laziness” – one of the Seven Deadly Sins – as the key to design. The important element that constitutes laziness is the "fly of time," and for this purpose, we carried out major revision towards the scene design.

Game Artist                      UI Artsit          

My Role

 

Concept Art

Environment Design

Prop Design

3D Model

Animation

UI Assets

Flow Chart

Wireframing

Motion Design

 

Game UI Design

Game UI Design

Game UI Design

Game UI Design

Game UI Design

Game UI Design

Game UI Design

Game UI Design

Game Loading Interface

Game Loading Interface

Explain the story background, and express that the hero is trapped in the time cage.

Concept design

Concept design

During original selection of materials for the game planning, I selected the Seven Deadly Sins as background, and this is the conceptual design of the four themes. In the conceptual plan, mainly elements involved in the theme are listed. In wrath, there are angry face, spreading flame, all-pervading lava pit, and the red color which serves as the representative color. In the theme of sloth, there are clocks, gears, snails, beds, and the purple color which serves as the representative color.

Level Design

Level Design

Bell tower level model put up using UDK platform.

Bell tower bottom layer

Bell tower bottom layer

Bell tower bottom layer environment design without chartlet.

Props Design

Props Design

Design box, texturing and rendering of one of the mechanism boxes of the game. This mechanism can control gear rotating and make the platform lift or descend, when used, gear on the mechanism box will rotate, the vertical pendulum will stretch out and draw back up and down, accompanied by the “click click” sound.

Platform Design and Rendering

Platform Design and Rendering

The Bell Tower Upper Layer Rotating Platform Design and Rendering. The player needs to touch the mechanism between each isolating dam-board to remove the isolating dam-board. After the player unlocks the four isolating dam-boards, he needs to walk to the top of the octagon rotating platform before he can reach the gear to climb up to the next step to move forward.

Platform Design and Rendering

Platform Design and Rendering

The Bell Tower Upper Layer Sliding Splicing Platform Design and Rendering. Inside the wall of the central ring platform there is a slide way, and it is rotated and docked based on position of the protagonist so as to help him/her lead to the next step. The inner ring of the platform takes the steam ejected from sliding for adornment or decoration, and its outer ring takes the lighting bulbs for decoration.

Calculate the icon with the heart as blood volume, and the gear rotates and changes along with the leading role action speed.The rotating platform at the second floor of the bell tower serves as the background. The player needs to touch the mechanism between each isolating dam-board to remove the isolating dam-board. After the player unlocks the four isolating dam-boards, he needs to walk to the top of the octagon rotating platform before he can reach the gear to climb up to the next platform.

Bell tower bottom layer

Bell tower bottom layer

Bell tower bottom layer completion rendering. With a large rotating gear as the main body, the turning eyes are always staring at you and me who are walking in time, and the protagonist departs from here and moves upwards through the surrounding ladder.

The bottom layer central

The bottom layer central

The bottom layer central level design. The protagonist needs to jump on the high platform, and climb the dangling chains to reach the next spot.

Second Floor of the Bell Tower

Second Floor of the Bell Tower

Environment of the Second Floor of the Bell Tower. Through the appearing gear, the rotating platform from the unlocking bottom climbs up, and then reaches the corridor after rotating a complete circle around the environment. The player needs to avoid the stretching out and drawing back and rotating blade and enter the upper layer through the spiral staircase.

Bell Tower Top Vertical view

Bell Tower Top Vertical view

The central ring platform has a slide way inside the wall, and it is rotated and docked based on position of the protagonist help him/her lead to the next step.

Environment Decoration

Environment Decoration

The rusty pipe, gear, metal boxes and light bulbs are important decorative elements of the whole bell tower, together with other elements, such as winged pillows, eyed wooden boxes and other elements, they embellish every corner of the environment.

Bell Tower Top Layer Vertical View

Bell Tower Top Layer Vertical View

The swinging pendulum never stops. The skylight of the top layer brings light of hope to the people, and the light also changes as the pendulum swings, the bell tower exit that the protagonist needs to arrive at is just right here.

Props Design in UDK

Props Design in UDK

The UDK rendering of one of the mechanisms in the game is set with a connecting diagram. Gears on the mechanism will rotate during operation, and the white gear may shine.

Developing with:

Chang Liu, Yiyang Liu, Lixuan Wang, Wenbiao Sun 

Development Tool:

Unreal, Maya, Photoshop, ZBrush

2012