Going Dark
A Game that uses just one color to communicate all information to the player and craft and unique experience for them.

Team:
Solo Project

Duration:
1 Year

Engine:
UE5
Thanks to Johannes Perdahl for the Soundtrack and Sound Effects
Favorite Contribution

Tutorials and Messages in the world environment only visible in the darkness. Teaching the player to eliminate sources of light
Design Process
Focus on Experience
When I design the UX of a game I define the core experience. Then I define the core pillars of the experience where each pillar contributes to the original core experience.
Finally every time I consider a feature to be added to the game it has to contribute to a substantial portion of core pillars first. That way I know that every feature I decide to implement will enhance the core experience in multiple substantial ways.
User Interface Without Color
The biggest challenge in designing Going Dark was limitation created by the art style. I am only using one singular color and I can alter it with brightness and transparency. Additionally I am using flat unlit colors.
That means I had to construct a brightness palette to communicate important information about the game to the player. For example a specific brightness for interactable objects. Same for walls, doors, obstacles other than walls, and things you can crawl under.
Wireframe Examples
Wireframe
Implementation









