Week 6 - Chad


Developer Update: Artistic and Narrative Progress in One More Game

Hello! I'm Chad, one of the artists working on One More Game. In this update, I’d like to take you deeper into our development process, focusing on recent additions to the game’s 3D models, sound design (SFX), voiceover work (VO), and visual effects (VFX). Each of these elements supports the game's storytelling and helps bring the world to life.

3D models

  • Standing lamp and Lava lamp
  • Raptor skull
  • Pill bottles
  • VFX and SFX/ VO

3D Model Additions

· Standing Lamp & Lava Lamp

· Raptor Skull

· Pill Bottles


Standing lamp

To improve the ambiance of the living room and make the space feel more lived-in, the team and I introduced new lighting elements and environmental clutter. Drawing from visual references that match our game’s era and aesthetic, I created a standing lamp designed to match the character’s height and integrate naturally into the living room scene. I also made a lava lamp to appear more era accurate. The raptor skull to give the player a clue as to the occupation of the dad in the story and pill bottles to give another visual clue to the story.


Raptor skull UVs

 

Raptor skull textured

Lava lamp with moving shader

 

Environmental Storytelling & Interactivity

In One More Game, the narrative unfolds through player interaction with objects and the environment. Voiceover lines are triggered as players examine these items, revealing pieces of the main character’s history and emotional journey. This passive storytelling approach invites exploration and rewards curiosity.

Visuals:

  • Raptor Skull UV and Textured Views
  • Lava Lamp Shader Preview
  • Textured Pill Bottles (Single & Group Arrangements)


 One of the textured pill bottles

A group of pill bottles

VFX, SFX, and VO Integration

Recent additions include:

  • Interactive Object Highlighting
  • Lava Heat Distortion
  • Eruption Debris Rain
  • Campfire with Smoke Trail


Item Highlighting

To guide players naturally through interactable elements, we implemented a visual cue using object highlight effects. These ensure players don’t miss important narrative objects, which often trigger related VO lines.

Campfire & Environmental Lure


In one sequence, we use a campfire with a rising smoke trail to subtly draw the player’s attention. This serves as both a visual landmark and narrative driver, leading players to key events without relying on traditional HUD indicators.

 

Lava Distortion and Boss Arena Atmosphere 


Lava and heat distortion

To heighten tension in the boss arena, we created a heat distortion effect that simulates rising smoke and waves of hot air above the lava. Combined with lighting and sound, it makes the space feel intense and dangerous.


Eruption debris

Eruption Debris FX

For the final battle, we introduced a dynamic raining debris effect. This not only adds visual drama but also introduces gameplay challenges, keeping players engaged during the climax.

Voiceover and Sound Design

The voiceover system includes both internal monologues and external commentary from the player character. These lines are triggered contextually—either upon interacting with objects or entering specific areas—and help immerse the player in the story.

We’ve also layered in detailed environmental audio. Players receive audible feedback when traversing different surfaces (carpet, tile, grass), and enemy dinosaurs are brought to life with stomps, growls, grunts, and combat sounds. These cues enhance immersion and signal gameplay-critical information such as enemy proximity and state.

 At the conclusion of the game, players are rewarded with a unique voice-over that signals the end of their journey, providing closure to the story experience.

Thank you for following the development of One More Game! We’re excited to continue refining and enhancing the world we’re building and can’t wait for you to experience it all in motion.

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