I don't think we can get you out of there..."
You are dropped into a dark cavern. Your only source of light is your camera’s flash. Not only are you running out of battery, there are things in this cavern that are attracted to light. Use your camera sparingly.
This project’s focus was to create a well-defined mood for a complex environment. Deep Dark was an opportunity to explore level design, the methods of setting a mood, and how to successfully keep the user's interest. Another significant part of this goal was to use progressive disclosure to keep the player’s interest throughout the experience. It was completed in Fall 2013 for classes including Game Design: Alternative Interfaces.