LURK

With an invisible opponent lurking the streets of a grim Victorian London hunting for your blood, arm yourself to the teeth and track the tiniest of motions to find them, entrap them, and survive.

As a two week prototype, we wanted to create a truly novel experience - something that you could play with a friend and come away reeling from the visceral moments you shared (and didn’t share!). With the core concept of dueling invisible opponents with only environmental cues to aid you - we quickly iterated through a variety of weapons and set pieces - and honed on an experience that exacerbated the constant feeling of unease and uncertainty. With such short time constraints, and minimal resources at our disposal, we developed UI elements, pipeline tools, gameplay systems, and a vast number of effects to bring this project to life.