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void

Void Trailer

Screenshots

Box Summary

Void is a procedurally generated murder mystery in space. As the captain, it's your job to figure out who onboard your ship murdered one of your fellow members. Talk to teammates, gain their trust, and find clues to uncover the truth. Each time you play, a new outcome will come about. Will you save your ship, or will the killer go free?

Project Details

Roles: Game Designer

Genre: Mystery / Strategy

Team Size: 26 members

Development Time: 1 Year

Tools: Unity - Content implementation

           Google Drive - Document Management​

Assignments / Responsibilities 

  • Iterate the clue and teammate alibi gameplay systems,

  • Write item descriptions and dialogue 

  • Manage design documents

Full Game Download:

Designing Systems:

I designed several gameplay systems by creating the alibi system and fleshing out both that along with the clue system. The core loop revolves around gathering information on the potential killer and all runs being randomized, so the gameplay needed to be refined

Alibi System

  • I proposed the concept of a dialogue system that allows players to keep track of what team members say during conversations, adding more depth into detective work for players

  • It was reworked from keeping entire conversation logs to noting key phrases characters said, streamlining information and decluttering the testimony data. The final in-game presentation became the Testimonies log

Clue System

  • I helped suggest clues to add such as standard equipment like a hazmat suit or foreign objects like slime, covering bases for human and alien crew members

  • These clues were intertwined with the alibi system by prompting extra dialogue options, enforcing a risk/reward system that can affect investigations and crew loyalty

Alibi System - Conversation to Journal Entry

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Clue System - Collection to Journal Entry

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Documentation:

I managed documents for VOID to keep information up to date for the team. Most design tasks involved out of engine work to support the randomized nature of the game. Here's a few documents I worked on

Interactables Data Chart

  • This laid out every object players can interact with that was unrelated to gathering clues to flesh out the world as well as show the main character's personality outside of conversations

Clue System Flowchart

  • I needed a way to visualize specific steps for gathering clues whether finding objects or starting conversations. I worked with other designers and programmers to ensure everyone was on the same page

Dialogue Structure Chart

  • When I started working on dialogue with the writers, this was made to lay out the general structure when it comes to starting conversations, using data from clues, affecting values for crewmembers, and fool proofing narrative elements so anyone can be a victim, murder or suspect

Survey Documents

  • I got together with other designers to form questionnaires when it came time to for public playtests. After the testing period was over. I also collaborated with QA to create iteration plans based on data involving bugs and user input​​​

Document Samples

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