Paul Barbier

Title : Me and Myself in the dark

Engine : Unity

Platforms : PC

Duration : 2 days

Status : Finished

What I did on Me and Myself in the dark

Role : Game Designer | 3D modeler & animator

  • Co-designed the core mechanics, challenges, enemies design and level design
  •  Focused on conveying a sense of fear and tension through gameplay
  • Co-designed enemies behavior
  • 3D models, textured and with looping animations ( main character and enemies )
Screenshot of Me and Myself in the dark gameplay

What is Me and Myself in the dark ?

Me and Myself is a Topdown 3D cooperative action/survival game, where the 2 players will control a robot’s body and it’s hanging head. They will have to use a complementary set of abilities to survive crawling enemies in the dark.

Each player has specific abilities linked to their controlled avatar ( Movement boost, enlighten the place, damaging monsters… ) but some of these abilities cancel others, making everyone vulnerable when using one.

 

Intentions / Others

Reflexes, communication and tension

What’s really challenging in this game is the fact that you constantly need to communicate with the other player ( Which we wanted ! ) and  adapt your gameplay to/with him.

This is possible because the controls are ‘reversed’, the player controlling the robot’s body can move himself and activate the head’s lighting ability.
The other player controlling the hanging above robot’s head, he’s able to move the camera and activate the boost ability of the body…

Perception based challenge... in the dark

The game involves a lot of  perception and reflexes challenge because of the need to constantly looking for threats and escaping/defeating it.

Considering the fact we wanted a lot of tension through gameplay we also choose to put the 2 players in  the darkness to really put them in an uncomfortable mood at any moment,  with taking care that all gameplay mechanics would make them more vulnerable when they use them often.

Here’s a video showing how the game works !