
WHISPERRING ABYSS
Creativity in the Class
Introducing Precipice Games: a studio comprised of Marist College students eager and ready to create a title in just over 5 months. Made up of 20+ students ready to graduate, we put a lot of time and effort into creating Whispering Abyss from start to finish, and we found out that this was no easy task. Whispering Abyss takes you on a harrowing adventure as Grace, our lone gun-toting protagonist as she dives deep into the abyss for the sake of her home Duluth. Will you be able to save Duluth before the void consumes all? Slay creatures and collect new power-ups in this Lovecraftian-inspired dungeon crawler Whispering Abyss.
Whispering Abyss Trailer
Here is a short gameplay trailer we created to market Whispering Abyss. We have published our title onto the Steam marketplace if you wish to download and play the game!
PERSONAL CONTRIBUTIONS
For this game, we decided to mimic the environment of a real game studio in terms of structured leadership and assigning roles to each individual. I was a part of the Art team, specifically in charge of enemy design and animation for enemies. I created early concept designs for each enemy, had them approved by the team head, and continued to model, rig, and animate their various actions like walking, dying, and attacking.
Some complications arose that slowed my development of the enemies, like a lot of the early concept art took a while to approve and get to the modeling stage because of how we structured the leadership and how much those team heads had to do themselves. Something else that slowed my work down was modeling and animating creatures I hadn't made or worked with before.
EARLY ENEMY DESIGN
Whispering Abyss Enemy Design
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