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Unfinished Business Game

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

The first room in the game, The Foyer

The first room in the game, The Foyer

The second room in the game, The Living Room

The second room in the game, The Living Room

The third room in the game, The Hallway

The third room in the game, The Hallway

The fourth room in the game, The Bedroom

The fourth room in the game, The Bedroom

The final room in the game, The Attic.

The final room in the game, The Attic.

Match and matchbox assets for puzzle 1 where the player lights a fire.

Match and matchbox assets for puzzle 1 where the player lights a fire.

Fire animation that triggers after the player uses the matches

Fire animation that triggers after the player uses the matches

Clockface for puzzle 2 where the player must set the clock to a specific time to advance the story. The hands are separate assets from the face itself.

Clockface for puzzle 2 where the player must set the clock to a specific time to advance the story. The hands are separate assets from the face itself.

Ship painting slide puzzle for puzzle 3. Each square moves separately.

Ship painting slide puzzle for puzzle 3. Each square moves separately.

Photos of Ida before her demise (top) and my references (bottom). These assets appeared in our intro as case file photos in order to give the player a stronger attachment to the victim

Photos of Ida before her demise (top) and my references (bottom). These assets appeared in our intro as case file photos in order to give the player a stronger attachment to the victim

Blueprint for the first floor of the house. This, and blueprints for subsequent floors, helped me plan what important story beats and puzzles would happen in each room. This was crucial for monitoring the flow of the game and the purpose of each room.

Blueprint for the first floor of the house. This, and blueprints for subsequent floors, helped me plan what important story beats and puzzles would happen in each room. This was crucial for monitoring the flow of the game and the purpose of each room.

The first floor's main purpose was to introduce the characters, their relationships, and the gameplay mechanics to the player. The second floor deepens those relationships and introduces more complex puzzles. This is the most gameplay-heavy floor.

The first floor's main purpose was to introduce the characters, their relationships, and the gameplay mechanics to the player. The second floor deepens those relationships and introduces more complex puzzles. This is the most gameplay-heavy floor.

The main purpose of this floor was to conclude the story. We decided not to include a 4th puzzle here because not only would it break the rule of 3, it would distract the player from the big reveal: the location of Ida's corpse and who killed her.

The main purpose of this floor was to conclude the story. We decided not to include a 4th puzzle here because not only would it break the rule of 3, it would distract the player from the big reveal: the location of Ida's corpse and who killed her.

Foyer callout  sheet

Foyer callout sheet

Living Room callout sheet

Living Room callout sheet

Hallway callout sheet

Hallway callout sheet

Bedroom callout sheet

Bedroom callout sheet

Attic callout sheet

Attic callout sheet