JIAQI HAN
Echoes of The Nameless
Echoes of The Nameless
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3D VR Game
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Original Story
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ARPG
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Work as Technical Artist
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Made with UE5.4, Photoshop2023, Houdini20.5, Adobe Substance 3D Designer, Adobe Substance 3D Painter, Zbrush2022, Maya 2024
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Team Member:
Producer:
Charles Tyndal
Riley Dix
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Technical Art:
Dylan Bennett
Jun Xu
Jiaqi Han
3D Art:
Yee Cheng
Jiayang Xu
2D Art:
Caiyan Pei
Programmer:
Anson Feng
Tianyi Jiang
Ben Johnson
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Designer:
Peng He
Yuguang Shi
Nov 2024
Platform: Quest3, PC
Game Link:https://rileydix.itch.io/echoes-of-the-nameless
Theme
You are trapped in a dark gothic laboratory filled with failed experiments made by a scientist devoid of ethical decisions. Upon waking you are noticing marks of a mix of witchcraft and science between the magic circles laid on the ground and the surgery tables beside the player. As you explore you find ways to cast spells, solve puzzles in order to escape.
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Style
Escape room games, such as The Room with the look of dark points of Bloodborne.
VR
Players need to use VR controllers to draw specific symbols, enabling them to transform.
Genre
Puzzle/Horror
Environmental Art:
Game Mechanics
Level1:
The player wakes up on an Operating table in a dark dimly lit scientists laboratory. The player's attention is pushed towards the glowing magic circle on the ground as well as the failed experiments around the room. Above the magic circle, and all other interactable objects that will be a white dot that will trigger dialogue hinting towards what the player needs to do when interacted with. Right in front of the magic circle there is a painting of someone attacking another person, but with an empty hand and spells on sheets of paper in front of them. The spells show objects and creatures being shrunk with triangles drawn all over them. When standing on the circle a visual effect follows the player's hand leaving a trail shortly behind it. When the player draws a triangle with their hand they shrink down to the size of a mouse.
After shrinking down the player sees a knife under the podium that was in front of them. After grabbing the knife the player is prompted that it could be used to complete the painting. The player draws a triangle backwards to increase their size. After growing back they can see where the painting is hanging but cannot reach it to place the knife. After increasing in size, the player is prompted with text to cast a shadow of the knife onto the painting. After placing the shadow over the attacker's hand the light flickers and the painting changes to the man having been attacked with visual effects of blood splattering from his body out of the painting.
A loud sound is heard to the side of the player where a latch has opened up and revealed a scale model of a prison. The player then shrinks down and approaches the model.
Level 2
In Level 2, the player starts in a complete prison cell and, from their initial viewpoint, can see a broken prison building. At this point, the player needs to find a passage to reach the exit.
The player needs to enter a room and locate a spotlight. Using a lever in the room, they can open the spotlight’s position and find correct object together . When the shadow cast by the spotlight aligns with the gap in the opposite building, it creates a pathway.
In this level, the player must complete three such projections to reach the second building and the exit.
Level 3
The player, after revealing the hidden passageway, sees an antechamber with a magic circle which leads to a pitch black hallway. The player must figure out how to use the magic circle in order to activate echolocation (and secretly open a gate within the pitch black hallway). Now the player enters through the small passage-way and uses the (now visible) sound of water dripping from the ceiling to guide them to the next room.
The monster has stopped chasing, leaving only silence. The player then has a thought “I shouldn’t move while the ‘thing’ is looking for me”. Now the player needs to navigate a dark room, using the echolocation of their surroundings to find their way to the end of the room.
At the end of the path is a lighting room, and a button at regular chest height that can be pressed to open the hidden wall back to room 1. The monster then stops moving. The player can now use the key on the exit door in room 1 and escape.