Eucrasia

Eucrasia was designed to be a novel exploration into the themes of mental health and social isolation brought up by the COVID-19 lockdowns. By setting the game during another era of disease and lockdown, the Great Plague of 1665, I hoped to tackle the these issues in an abstracted manner which was interesting and engaging for the player.

The player takes the role of a Plague watchman, and is tasked with keeping the local village in a state of lockdown. They must converse with the villagers, seeing to their needs, and learning about them as individuals and their relationships with the others in the village. The player can then help the villagers thrive, pit them against each other, or take full advantage of their position as they see fit. The player's actions will all have consequences however, as they directly affect player health, and the players health must be kept in balance if they are to survive.

 
 

Game Design

This project features multiple game systems working in cooperation to realise the game design. The game design proposal, design document, and further artefacts can be viewed here.

 

Level Design

A game world was developed for this prototype which utilised sightlines, audio cues, and other techniques to steer the Player’s movement through the level. See a breakdown of some of the level design here.

 
 
 

Modelling

While third party assets were used to build this project, I modelled a few of the more specific assets required for the game design, these can be seen here.