Samsara

Samsara is a point-and-click adventure video game with handmade graphics and original soundtrack. Dr. Yakob accesses the Czarnecki manor house and chase the clues spread through the hall in order to find out the turbulent events that happened a some years ago behind the same elderly walls.

📅 Date

  • February 2022
  • June 2022

💡 Enhancements

  • Game Development
  • Game Design
  • Time Management
  • Game Production
  • User Testing

💻 Tools

  • Unity
  • Visual Studio Code
  • Adobe Creative Suit
  • MuseScore

⚙ My role

  • Game Development
  • Game Development
  • Illustration
  • 2D Animation
  • Original Soundtrack Composition
Samsara

Synopsis

In 1972, the esteemed Dr. Yakob received a letter from Rama, Asha's son, informing him of her death and expressing gratitude for his years of care and treatment. The letter also emphasized the cyclical nature of life, suggesting that what one gives, one eventually receives—a reference to karma. This prompted Yakob to investigate further into what many villagers considered one of the most horrific murders they had ever witnessed: the killing of the newborn Mstislav in 1902, at the same house.

Useful Links

Description
A captivating graphic adventure that combines point-and-click mechanics with escape room challenges.
Genres
Graphic Adventure, Point-and-Click, Escape Room, Single Player, Free-to-Play
Platforms
Windows
Release Date
June 2022
Target Audience
PEGI 16
Available Languages
Catalan, Spanish, English
Estimated Play Time
45 minutes
Programming Language Used
C#
Pricing
Free
Development Duration
4 months
License
Samsara © 2022 by Joel de Palau is licensed under CC BY-NC-ND 4.0

Project Goal

  • Develop a point-and-click graphic adventure in the form of an escape room.
  • Enhance and prioritize aesthetic value:
    • Hand-draw and meticulously detail all graphic components.
    • Compose and perform the background music.
    • Write a captivating, bold, and intriguing story as the main framework.
  • Apply the maximum possible knowledge gained during the degree, including game development, digital tools and software usage, and sound manipulation.

Game Requirements

  • Develop a 2D video game where the player uses logic and found objects to complete the game.
  • The game must have a clear structure and flow, allowing the player to pick up and use objects.
  • The player should be able to understand and complete the game without external help.
  • The player must not perform any irreversible actions that could compromise the storyline or mechanics.
  • The player should be able to adjust the background music volume.
  • The player must be able to exit the game at any time.
  • The player should freely navigate the space, moving backward and forward.
  • Images imported into the game engine must be manipulable separately and work in layers.
Plant

The Samsara Concept

Mythology and various cultural beliefs, especially from Buddhism and Hinduism, have inspired the video game Samsara. The game is based on the concept of the soul's repetitive cycle of death and rebirth, aiming for liberation (Moksha or Nirvana). Karma, or actions taken during these lives, influences whether the soul reincarnates or is freed, forming the game's narrative background.

Characters

Yuri Czarnecki's picture

Yuri

Brana Czarnecki's picture

Brana

Dvořák Czarnecki's picture

Dvořák

Asha Naidu's picture

Asha

Rama Schwarz's picture

Rama

Yakob Paderewski's picture

Yakob

Project Planning

Idea generation
Benchmarking
Game Design
Artistic Development
Implementation
Testing and Modifications
Documentation
Final Delivery

Stages

Game Design

  • Conceptualization
  • Game Design Document
  • Level Design
  • Progression, Steps & Rewards

Art & Visuals

  • Concept Art
  • Props & Assets
  • Environment Art
  • Animation
  • Original Soundtrack

Development & Programming

  • Core Gameplay Mechanics
  • Backend Development
  • Integration & Testing
  • Optimization
Samsara Game Loop With Screens Structure

Game Design

The game design process includes conceptualization to define the game's vision, mission and values, followed by creating a detailed GDD outlining mechanics, characters, and environments. Level design ensures engaging challenges, while progression and steps.

Tasks

  1. Conceptualization
  2. Game Design Document
  3. Level Design
  4. Progression, Steps & Rewards

Achievements

Like other games developed by Amanita Design and Rusty Lake, Samsara also includes achievements to engage players beyond completing the game. These goals, also referred to as rewards, motivate players and enhance their overall gaming experience. In that case, players must click on scattered cards within the hidden room to unlock them.

Art & Visuals

In this stage I focused on Concept Art to establish the visual direction, creating the props & assets as the game's interactive elements. After that, crafted detailed environment art to build the interior of residence, and integrating animation to bring the game a step further. Each of these steps plays a critical role in shaping the aesthetic and visual appeal of the game, ensuring a cohesive and engaging player experience. The following drafts were created before developing the concept art in Photoshop. Hover over each image to reveal the final results of the artwork!

Tasks

  1. Concept Art
  2. Props & Assets
  3. Environment Art
  4. Animation
  5. Original Soundtrack
Concept Art of Czarnecki's Residence Entrance

Entrance of old Czarnecki's residence

Concept Art of a Czarnecki's Residence Room

Room inside the residence with Rama

Three different states a based on user's interactions

Image treatment

Dynamic objects are interactive elements that users can click to save, use, hide, or remove. These include animated items like the clock pendulum, phone, and lever, known as "props." For example, when the player uses the lever to break a pot, they can find and pick up scissors inside.

Layer-Based project

The work was done in layers, with each object created and exported separately. Each asset was exported from Photoshop as a PNG file, preserving transparency. In Unity, each asset was imported as an independent object, allowing for individual manipulation. The following image shows how each image is treated as a separate object or layer:

  1. User Interface
  2. Image filters and FX
  3. Props and assets
  4. Backgrounds
Samsara has been designed and developed by layers

Original Soundtrack

I composed, performed, and produced an original soundtrack titled "His Fate," inspired by the works of Victor Butzelaar. Using an acoustic piano, the piece is calm and melodic, playing continuously throughout the game. Two versions of "His Fate" were produced: one tuned to 440Hz and another with a Leslie rotor filter for an eerie effect in a specific scene.

Sound effects were recorded outdoors and processed in Adobe Audition with noise reduction, reverb, equalization, compression, and normalization to enhance quality. Listen to a preview of the soundtrack:

This soundtrack is original and created by Joel de Palau.

Development

For managing the game's development, I divided it into separate scenes, each with its own controls. This approach facilitated handling various game parts like the title screen, story, exterior, and interactive elements such as fire, piano, door, and clock. Common elements across scenes include a camera, controller, and user interface to ensure consistency. I identified four main types of components for each scene:

  • Empty Objects: These are invisible in the editor and used to organize other elements or handle events without being rendered. In Samsara, they included scene controllers, user interaction spaces, and managers for music and other functions. Each has a script to control visible objects and UI elements.
  • Static Objects: These elements do not change or respond to interactions. They are constant throughout gameplay, like background images for walls and floors.
  • Dynamic Objects: These interact with the player and can move or change. Examples include a swinging pendulum or a movable lever. Scripts on these objects track interactions and update their states accordingly.
  • UI Elements: These include interface elements like buttons and menus that facilitate player interaction. Present in all scenes except the story scenes, UI elements manage user actions, such as confirming a "Quit" button press.

By categorizing these components and managing all necessary controllers and scripts, I ensured a smooth and organized development process, creating a coherent and engaging gaming experience. View the flowchart of user interaction below:

Flowchart of user interaction
Sketch of a clue

User Testing

After completing the development phase, I conducted extensive user testing for Samsara. The testing process involved playing through the game multiple times (approximately 12) to identify and resolve potential bugs and issues. For the gameplay testing I played through Samsara repeatedly, intentionally making mistakes and exploring all possible variations to uncover any dead-ends or bugs. This thorough testing ensured that all issues were addressed before release. After, I made an Heuristic Evaluation, applying Jakob Nielsen's 10 Usability Heuristics to evaluate the game's interface. Finally, I conducted a quality analysis.

Quality Analysis

I prepared a set of QA questions to gather feedback:

Before Playing:

  • What are your expectations for Samsara?
  • Who do you think is the target audience?
  • What was your initial impression and how did it change during gameplay?

After Playing:

  • What surprised you most about the game?
  • Where did you encounter difficulties and why?
  • What mechanics would you change or add? Please provide any other comments or suggestions.
  • Would you recommend and purchase the game?

Focus Group Criteria

Participants were selected based on:

  • Experience with point-and-click adventure games.
  • Clear communication skills.
  • Age over 18.
  • Puzzle-solving abilities.
  • Attention to detail.

Three participants met these criteria and provided valuable feedback, which is summarized in the following responses.

Improvements after User Testing

🎒 Inventory

The inventory system was successfully implemented.

More Control

Users now have greater control on the gameflow and volumes.

🔊 Sound Effects

Sound effects have been originally recorded, edited and implemented.

💬 Alert Dialogs

A text box now appears when users attempt an action they cannot perform.

Screenshots

Concept Art of a Czarnecki's Residence Book opened Yuri and Brana portraits Concept Art of a Czarnecki's Residence

Future tasks

  • Monetize the game by selling DLC.
  • Implement data persistence so players can save a game.
  • Record an enhanced and more extended soundtrack.
  • Add more animations to enrich the gameplay experience.
  • Implement KPIs to gather quantitative and feedback.
Rusty clue

Thank you for your time!

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