Next Day Delivery

Summary

A first person stealth puzzle game. After accidentally falling into a secret warehouse whilst fixing a smart elevator, the player must avoid security and sneak past office “compliance” drones in order to escape without being terminated (literally).

The game was developed in Unity Engine over 5 months by The Cluck Collective, a team of 12 formed as part of my first year of university. The game was published on Itch.io in May 2020 and was voted best game from our year by the student cohort.

My responsibilities were mainly in Level Design and Narrative Design: drafting puzzles, building blockouts in engine, and incorporating the game’s narrative into the level progression and via the environment.

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Poster and Sign design by Lyra Shillabeer

Game Concept

The player plays as a contracted repairman who unintentionally finds themselves in a secret and extremely secure warehouse owned by their employer. As the player searches for a way to escape, they discover that the employees here are under constant watch by armed security drones, and are abused for maximum efficiency. 

The player must avoid detection from the drones (who will shoot unauthorised personnel) by hiding, monitoring their patrol routes and throwing objects to distract their attention. Certain devices in the warehouse can be hacked via a rhythm minigame, which will aid in the player’s escape. 

The player’s choices are limited in order to create a threatening and suspenseful environment. There’s strictly no combat or sudden movement, with the focus on puzzle solving and using wits to outsmart enemy drones. 

 

My Contribution

I helped design the layout and puzzles for level 2A (the main warehouse) which was used for the final version of the game. I also designed and blocked out level 2B (Employees Quarters), which didn’t reach the implementation phase. 

I contributed to writing the game’s narrative and with planning how story elements will be introduced throughout each level.

I was the primary scene decorator. Using the asset pack created by the team’s artists, I implemented the majority of the game’s environment.

I collaborated closely with engineers to identify and find solutions to bugs throughout development. I also managed playtests and gathered general feedback, helping the team to fix bugs and iterate on the game’s design. 

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Achievements and Challenges