AS ABOVE

Masters Project, 2023

Duration: 9 weeks

Team Size: Solo

Roles: Design, Writing, Research, Programming, Video Editing.

Software Used: Unreal Engine 5, Metahuman, Photoshop, Miro, Figma, Google Suite, Premiere Pro.

Sourced: Audio (Epidemic Sound, Actors), Animations (Mixamo), Assets (UE Marketplace)

As Above is a prototype I developed to conclude my Masters study and explore cinematic principles, narrative and historical adaptations.


As Above follows two of Scotland’s most infamous killers, Burke & Hare. You start as Alexander, a jaded detective who has strong suspicions after his friend, Mary, stayed the night at Hare’s guesthouse never to return. He wants to infiltrate the house and find a way to prove his suspicions. Along your journey, the Narrator will guide you. With no real insight as to who he is, nor his motivations, it is up to you to heed warnings or trust your instincts.

The game is set in Edinburgh, 1826, at the time of the Anatomy killings. In the height of grave robbery, bodies were being dug up and sold to doctors to perform autopsies on. Burke & Hare realised that simply killing people and taking them to the doctors would emit a lot of effort and still reap rewards. 

This prototype is the prologue and is the segment that sets up the full game. After the prologue with Alexander the detective, the player will gain more insight into the goings on at Tanner’s Close. The full game will then start with Malcolm, a student of Dr Monro, as the protagonist. The Narrator will remain by his side as he sets off to explore his own suspicions. 

FULL GAMEPLAY VIDEO

DESIGN PROCESS

As Above centres around historical events so I had quite a lengthy research phase, I wanted to stay true to the main points but take some creative freedom with narrative decisions. I created a historical timeline to plot out what actually happened. From there, I created a moodboard, gathered references and began producing design documentation.

As this prototype was the prologue emulating the style of Supermassive Games I wanted to design beyond that to keep the narrative on pace. To do this I created a vertical slice plan where I could list each scenes beats, engine considerations and intended player emotional states. This process helped me with scope and was a great way of managing a solo project.

Throughout my design process I also conducted some experiments, mostly using Metahuman where I looked into real time facial animation. I had some hardware issues getting this to run well so I adapted my design to incorporate more of a traditional dialogue system in the style of Silent Hill 2.

For As Above I also made use of storyboards, this was incredibly helpful and allowed me to construct the opening cinematic quite quickly as the pacing and main beats had been planned.

Historical Timeline:

Vertical Slice Plan:

Gameplay Loops:

Moodboard:

Reference & Research:

Storyboard:

TECHNICAL DEVELOPMENT

Metahuman:

As mentioned in my Design Process I was unable to make use of real-time facial animation but I still used Metahuman for both characters in-game. I modelled Hare from his Life Mask (taken in court prior to the trial) as I felt the court sketches were less representative of his actual appearance.

Level Design & Engine Trigger Boxes:

The prologue being in a house was a really fun challenge in working within constraints and planning the space and player paths ahead of time made programming much easier.

Diary Writing:

For the ending monologue I knew I wanted some form of recording (as the player would need this in the main game). I decided to create a system that would show the writing appear as spoken, this was inspired by What Remains of Edith Finch that uses a similar system that I adore.

Dialogue:

As mentioned previously I had aimed to have the dialogue facially animated however, as I could not achieve this, I instead implemented a dialogue system using behaviour trees. I still managed to incorporate the branching narrative, including resets on failure, and I was able to learn much more about blueprints this way.

Storyboard Comparison:

Although my storyboards were a loose plan the final prototype actually ended up quite close. I did not stick to it closely intentionally but I feel that this is testament to how much visual planning can help a smooth production phase, especially with shot types and narrative beats.

Metahuman - Life Mask to Sculpt:

UI Planning:

Diary Writing:

Level Design:

Engine Trigger Boxes:

Dialogue:

REFLECTION

Key Takeaways