Dev Diary #2 : Behind the scenes of the infernal office

Hell of an Office

Hell of an Office is a first-person precision 3D platform game that combines action and speedrunning to escape from HellO, the most hellish offices in the (under)world! Be quick and use your stapler to rocketjump and dash. Can you escape before the lava reaches you?

Hey demons and office workers alike! This is Santi, your devilish 3D artist and technical conjurer, responsible for weaving chaos into the design here at Hell of an Office. Grab your coffee (or lava, whichever fuels you best) and gather 'round as we delve into the infernal construction secrets behind our tormented buildings. The importance of these buildings lies not only in their aesthetic appeal but also in their role in shaping the overall environment and setting the stage for the players. They serve as the visual cornerstone, immersing players into the surreal realm of offices submerged in lava. [b]BLAM! Welcome to the Infernal construction site! 🔥[/b] [img]{STEAM_CLAN_IMAGE}/40605979/6e873ae0a13eb6ed9fb2a0857d6d294ace6bb2de.png[/img] [b]Visual Trickery and Devilish Details[/b] Ever peered through those lava-submerged buildings and spied on the infernal offices inside? Well, they're not quite what they seem: [img]{STEAM_CLAN_IMAGE}/40605979/183c8394e95cc836fd6f27c277beb23914e7a139.png[/img] These buildings are cleverly disguised as two-dimensional planes. We actually use devilishly clever cubemaps to create an illusion of depth in these seemingly 3D spaces. [b]Modular Mayhem[/b] In "Hell of an Office," we cooked up a neat trick to build our infernal structures; it's all about flexibility and efficiency. Picture this: we've a cool system that lets us piece together our demonic buildings like Lego sets, swapping pieces at our whim. This means we're not limited to a single design but have the freedom to mix things up to match the vibe we're aiming for in a particular level. And guess what? It’s like magic! This system definitely makes our lives easier and makes our game more versatile; it allows us to play around with various looks and setups for our buildings, making each level feel like a fresh and devilishly dynamic adventure. [img]{STEAM_CLAN_IMAGE}/40605979/8f5b0c595c1d23931de3058cc87454971e4e042b.png[/img] This system serves as the pivotal cornerstone, transforming our design approach from the micro-level (building structures) to the macro level (enhancing the entire game design). It streamlines our entire development process, increases the efficiency of our level design and thereby, enhances the gameplay experience. The small-scale impact of this system echoes grandly, allowing us to scale our creativity, turning each level into a dynamic and devilishly dynamic adventure. It's the game design equivalent of starting with bricks and ending up with an intricate, awe-inspiring castle—a process that not only facilitates our building tasks but extends throughout the entire design, setting the stage for a more immersive and engaging game. [b]Blueprint Alchemy[/b] In our fiery realm of creation, we've unlocked a game-changing secret: Unreal blueprints. These magical tools work like instant skyscraper spellbooks. With a flick and a click, we summon buildings of different heights faster than you can imagine. These blueprints let us stack and shuffle our infernal structures effortlessly, unleashing a world of dynamic and ever-changing office landscapes, keeping the gameplay endlessly fresh and filled with surprises. [img]{STEAM_CLAN_IMAGE}/40605979/86b494d0d168e91156b569ba6c1125f7e43e6b7f.gif[/img] Alright, folks! We are very excited about everything we've been working on to achieve epic results in this world of Hell of an Office that subverts office norms in the most creative and devilish way possible. Stay tuned as we continue to share behind-the-scenes details while we keep cooking up incredible things. Summoning creativity from the depths of the inferno, Santi 😈