Kevin’s House

Role: Producer
Team: Insomnia
Game: Kevin’s House (2D puzzle game) ㅡmade with C++ and doodle.lib

Download to play game

Project Overview: Kevin’s House is an immersive puzzle-based horror game created by Team Mokokos. The game combines atmospheric soundscapes and AI-driven enemy encounters to challenge players as they escape a haunted house filled with complex puzzles and unpredictable foes.

Role and Responsibilities: As the Producer, I managed the coordination of our team’s efforts to develop an engaging and seamless player experience. My role involved:

Game Structure & Class Interaction Design:

  • I led the design of our game engine’s class interactions, creating a comprehensive structure for character components and state management. This included detailing interactions between classes like Kevin, Ghost, Player, Sound, and various Map components, ensuring efficient data flow and modular code for easy updates and debugging.

Game Object and State Component Management:

  • Defined the purpose and functionality of each game object and state, such as objectsManager for dynamic object control and mapObjectManager for map assets management. This setup streamlined scene transitions and game state adjustments, improving workflow efficiency and team collaboration.

AI Development:

  • Spearheaded the AI design for the game’s enemies, including distinct movement patterns for different ghost types (e.g., Normal Ghost, Dash Ghost, Back and Forth Ghost) and the main antagonist, Kevin. This ensured unique and challenging gameplay through adaptive AI behavior that constantly adjusts to the player’s location and actions.

Physics and Collision Mechanics:

  • Designed collision logic for interactive elements like walls and maze barriers, adding layers to gameplay by triggering damage upon impact with enemies. This system enhanced the game’s strategic depth, encouraging players to carefully plan their movements.

Game State and Scene Management:

  • Oversaw the integration of multiple game states, like MainMenu, GamePlay, Inventory, Map levels, and various Ending scenes. By orchestrating smooth transitions between these states, I ensured continuity and engagement throughout the player’s journey in Kevin’s House.