A cold-case detective spends one last night inside a sealed suburban house before its demolition, and finds out the abduction the police chased for fifteen years has more to it than meets the eye. Built as a vertical slice demonstrating lighting, audio and environmental storytelling rather than combat or chase mechanics.
Hollowmere is a first-person detective exploration demo where you as the player navigate a sealed suburban house. The house has secrets. Everything that generates tension comes from lighting, audio and pacing and is based on discovery and progression.
The player is DS Morgan, working a fifteen-year-old missing-child case. Multiple rooms, set objectives, a detective journal, a map of the house, an inventory and a flashlight are what he has at his disposal. Many items, clues and environmental details help uncover the truth.
You have until morning to solve the case.
The slice is playable start to finish in a browser across 3 floors and 15 rooms. Keypad codes are discoverable purely from documents found in the house.
It is a vertical slice, which is a section of a complete game rather than a prototype. The aim of this experience is to showcase my storytelling, level design skills and overall user experience capabilities.