All art assets I made for my game, Unfinished Business. Unfinished Business is a point-and-click game where the player explores a haunted mansion to search for clues related to the sudden death of a vengeful ghost and help said ghost gain closure so they can pass peacefully in the afterlife. My primary roles on the team were environment art, prop art, and sound curator.
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Environments were drawn in either a 1-point or 2-point perspective depending on which one fit the shape of the room and its objects the best. For example, since the fireplace is the most important part of the Living Room, 1 point perspective works best so the fireplace and its objects on the mantel can be seen clearly without perspective distortion. For the bedroom, 2 point perspective was chosen to showcase the bed, the painting on the wall, the nightstand, and the attic door without any of these objects blocking each other. The horizon line (the player's eye height) remained consistent across all environments to help tie the perspectives together.
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Since the story takes place roughly 70 years after the murder, the house is abandoned and in poor shape. The overall look is very dark and moody. While an abandoned house like this would probably be empty and in shambles by this point, I wanted to include enough furniture and color in each room to tell the player where they were and give each area its own personality.
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For the puzzles, I aimed to make the pieces fancy and within the theme of the game, yet easily legible and defined. For the matchbox, I researched what a box of matches in the 1920s looked like so my design could match the aesthetics of the time. Similarly, I made sure the clock face had that antique feel with the Roman numerals and the faded colors of the face itself. For the ship slide puzzle, I wanted the painting to really look like a painting, so I ensured my brushstrokes were visible and deliberate.
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The portraits of Ida were created to give the player an idea of what she was like when she was alive. I wanted players to know she was a beautiful, lively soul in the prime of her life. Seeing this would hopefully make the player feel more connected to her and more determined to solve her murder. In the photo of her at the party, I made sure her attire matched what she wears as a ghost since that photo was taken the night she died.
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For sounds, all the sounds within the game were free-to-use assets. Since this is a mystery game with a spooky atmosphere, the background audio is ambient, muffled thunderstorm sounds. People associate rain with doom and gloom, especially when it's a thunderstorm. Heavy thunderstorms have a very ominous, foreboding, and threatening atmosphere to them. Using Audacity, I added echo and reverb to the thunderstorm sound file to make it sound like the player is inside a house while the storm is outside.
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Because the house is quite old, I looked for sounds that had a creaky, antique feel. Many of the objects the player will come in contact with, such as doors, chests, and the floor, will be made of wood. Thus, many effects have a wooden sound in order to tie the audio and visual aspects of the game together.
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Itch.io link: https://melinarosales.itch.io/unfinbiz
Pre-Production bible: https://miro.com/app/board/uXjVPmEzC4U=/?share_link_id=534191762108
Free-to-use sound credits: https://docs.google.com/document/d/1kvgW2W7Eb46iyEB3BqfDfdojrgyAUoiFHRlMfbMdDBQ/edit?usp=sharing
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Team credits:
Melina Rosales: Programmer, UX
Elisa Gonzalez: Narrative Design, Character Art
Brandyn Harris: UI artist, visual effects
Full playthrough of the game, recorded and edited by me