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High Noon Saloon
About
Titus is a 3D Third Person adventure game with light platforming and stealth elements.
The player takes control of a medium-sized dog named Titus who is accompanying their owner on a walk through the woods. When the owner is suddenly hurt and unable to walk, it is up to Titus to brave the woods alone and find help.
My references included dog adventure movies that I watched as a kid, such as Milo and Otis and the Homeward Bound series.

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My Goal
The class that I created this project for was a narrative-focused class, so I spent a good amount of time on the game's story. Some of this was done via exposition and cutscenes, but I also tried to do a decent amount of environmental storytelling with prop placement and composed shots.
While the class was focused on narrative, we were able to choose our own specialization as a secondary focus. I opted for level design because I wanted to be able to create a large enough environment that the player genuinely felt like they were on a woodland adventure.
Guidance UX
The UI/UX for the HUD design of this project was refined because I was working on it for another class and simply imported it. This gave me a lot of leeway in focusing on the gameplay systems, such as player guidance.
The primary method that I used for guidance was what I called "Sniff Vision". This name comes from Assassin's Creed's "Eagle Vision", which allowed the player to highlight their objectives in high-contrast colors. Sniff Vision worked in a similar way, highlighting key objects such as old footprints which showed the player where to go.
While I wanted players to enjoy the Sniff Vision, I didn't want them to feel like it was their only option. So I set up guiding geometry and breadcrumbs to help keep the player on the main path. So Sniff Vision would be reserved for when a player was stuck and needed a hint.
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