Blight Voice

Bound by fate, the destiny of two worlds lies in your hands.


Blight Voice is a 3D Platformer. In Blight Voice you slip into the role of a brave boy and his small companion. They are bound together supporting each other on their way. While the boy can walk and jump, his little friend can fly into places that are out of reach. Together you explore the environment of two interconnected worlds, whereas one is hidden from your view. You have the ability to see into this hidden world and uncover elements that are the solution as well as the cause of all your troubles. You solve puzzles, discover forgotten remnants of a past civilization and encounter beings traversing across the two worlds that are connected to each other by a power you must yet come to understand.

First steps

Here is a video of the project after about two weeks prototyping. We had the layer support, the automatic following of our second player entity, FSM entities (the implementation was a not the best as it broke with the Unity serialisation and code hot reloading), a checkpoint system, and moving platforms (without player reparenting to avoid that Nintendo patent :’> ).

Half time

About two months later, we still struggle with the level design. We experiment with second player only interactions. There are many more enemies, too. Way more than there are going to end up in the end, but one puzzle is essentially kept. The player also got some love with improved controls, camera, and feedback when you are in the “sight” (which got canned right after the implementation).

Last push

Our level is split in chambers. We have something that we call a “stress chamber”. The aim is to put pressure onto players. The enemy seen here, has its own states following a path that it can divert from to a degree. We build the level together in a discord call with one person being the observer and the other one building. We changed positions every other hour until it was done. Inbetween these two videos all the assets were made with very few exceptions. I took the second one as I implemented the animations for our boy.

Closing Thoughts

I think for our first bigger project it turned out ok. We made the common first project mistakes like (they are not good but I feel like they are almost inevitable and I have seen them being committed over and over again) a too big scope, wanting to do environmental exploration, making jump and run controls but refusing to build a platformer, and miscommunication that leads to more crunch and hurt feelings. I think the art looks good and we all learned values that I feel are hard to vocalise.


Quick Facts

  • 3D Side Scroller
  • 3rd semester
  • 13.10.2020 - 04.03.2021 (17 weeks)
  • 515 hours
Platforms
  • Windows
Made by
  • Laura Maria Martinek
  • Leon Dreiling
  • Raphael Sindermann
  • Johannes Witt
Supported by
  • Prof. Susanne Brandhorst
  • Prof. Thomas Bremer
  • Timo Falcke
  • DE:HIVE
Tasks
  • Gameplay Programming
  • Prototyping
  • Project Organisation
  • Sound Design
  • General Problem Solving
Tools
  • Unity
  • Blender
  • Affinity Photo

Quick Facts

  • 3D Side Scroller
  • 3rd semester
  • 13.10.2020 - 04.03.2021 (17 weeks)
  • 515 hours
Platforms
  • Windows
Made by
  • Laura Maria Martinek
  • Leon Dreiling
  • Raphael Sindermann
  • Johannes Witt
Supported by
  • Prof. Susanne Brandhorst
  • Prof. Thomas Bremer
  • Timo Falcke
  • DE:HIVE
Tasks
  • Gameplay Programming
  • Prototyping
  • Project Organisation
  • Sound Design
  • General Problem Solving
Tools
  • Unity
  • Blender
  • Affinity Photo