Devotion of

Escher

Summary

Devotion of Escher is a single player mystery game set in the 1900’s with a strong focus on narrative. Use a mysterious time traveling watch to meet the Eschers and participating in their annual festival. Solve puzzles, collect clues, and navigate the house to get to the bottom of the mystery.

Platform(s): PC

Players: Single Player

Work Period: 8 Months

Role(s): Lead Game Designer, Lead Programmer (Blueprint Scripting)

Tools used for role(s): Unreal Engine 5, Excel, Perforce, Jira

Role Responsibilities


Lead Game Designer

  • Designed the notebook, the key resource in the player’s arsenal, allowing them to keep track of information and to help fulfill the player fantasy of time travel

  • Worked with the level designer to ensure a smooth flow for gameplay

  • Oversaw and advised the design process of all puzzles within the game

  • Worked with play testers to ensure that the game had a good sense of mystery and adventure and implemented the feedback that was received

Lead Game Programmer

  • Created the systems needed for the notebook, allowing information to be handled and stored

  • Created the core object system allowing text, images, and other data to be stored within them and tied that system to the notebook

  • Created the time travel system allowing the player to travel to different days to find clues and progress through the story

  • Created and implemented the notification system for new quest objectives and notebook entries

  • Oversaw and advised the implementation process of all puzzles within the game

  • Handled animations, VFXs, and dialogue trees

An open book with a list of items on the left page, including a pocket watch, a Madam's hatpin, a child's drawing, and a letter of recommendation. The right page describes a Madam's hatpin, showing an ornate needle pin with a butterfly decoration, and a brief explanation of its appearance and purpose.

The Notebook


Every great detective takes notes on their surroundings, suspects, and evidence when solving a case. In order to help push that gameplay feel, I approached this challenge with the goal of providing a tool that makes the player feel like they’re the ones gathering the information and learning about it rather than just being told what to do.

Design Objectives:

  • Create a storage system that could hold information on the various objects, characters, and documents that the player could find

  • Make sure that the notebook feels like it is a tool at the player’s disposal and not something that tells them where to go

Technical Breakdown


The Grandfather Clock Minigame

An antique wooden clock with Roman numerals showing the time as 3:00, with a green textured wall and objects like a candle on a dark surface in the background.

In the final act of the game, the player must set the clock to the correct time in order to escape a room. I had the challenge of creating this minigame both mechanically and visually. I approached it with the process of creating an invisible widget that would store the minigame information, then send that information to the clock, unlockable door, and crushing ceiling.

Tech Objectives:

  • Create an integration-friendly system for adjusting the hands of the clock

  • Have the actual effects of the minigame be seen in the grandfather clock (the turning of the hands)

Technical Breakdown

Game Loops and Flow Charts

Game Screenshots