
The whisper of Lacrimosa
The Whisper of Lacrimosa is a 2.5D atmospheric horror, adventure game made in UE5. It uses both hand drawn 2D sprites and 2D animations within a 3D environment with hand painted textures.
Made in 3 months with 6 people.
Documents:

Characters:
Lottie:
Young woman who has inherited the power to see spirits from her mother.
She also has an extraordinary perception of danger and evil.
Arriving in Lacrimosa for an event, she comes into contact with a spirit who, due to her altruistic side, will end up helping.
But this will lead her to the most hidden places in Lacrimosa.
We thought to give the player powers, but chose to give them passive ones, we didn't want to ruin one of the pillars of the game.
So Lottie can:
- See spirits
- Perceive danger
- See moments of life depending on what she touches.
Dr. Cornelius:
Famous aspiring doctor with a passion for bodies and organs, who, after being caught stealing from some laboratories in Lacrimosa, was dismissed from the medical register.
This has not stopped his obsession, and he now wanders the streets looking for a victim he can rip apart.
Our intention was to keep it mysterious but at the same time dark and malevolent, we wanted it to blend well with the chosen era as well, so the decision was made for the top hat and mask.
NPC:
Citizens of Lacrimosa:
We preferred them to be easily recognisable but with a grim tone, which is why the faces and colours are absent, and a shadow has been put in their place, and in general they do not have well-described details except just enough to be able to distinguish them
Corps:
One of the focal part of the game. They are more detailed and in colour, to make it easier for the player to distinguish them.
Shadows:
Show the player the moments before the death of a corpse, or, if it is an object belonging to the corpse, show the moments around the object
They appear one at a time at certain precise moments, which help to give the player clues, or show him/her the direction to take.
To help the player see the shadows, they are given the same colour as the spirits, a light blue, then we use a light to make it easier to follow.
Spirits:
They are lost souls, seeking help or revenge, because something painful has happened to their bodies that their spirit has not yet been able to overcome.
Characterised by this light blue, to make it clear that they are not part of the world of the living and are of no threat to the player.

Levels that i have work on:
All levels have a linear layout, and we tried to give the illusion of being able to move in several directions in the 3D environment, but it has been chosen, for reasons of time, to block the player
City
First level, I thought of it based on the idea of showing the player what the basic game mechanics could be. I tried to maintain an air of mystery and increase the player's curiosity.
We inspired by the idea of an English town in the Victorian era.
A characteristic feature of the city is the ever-present fog, which sinks the city into a mysterious and unreassuringly atmosphere.
We tried to show how something in the city has changed, how everything looks more lonely, so we chose to:
- Use a cold colour;
- Buildings with dark window;
- People on the streets complain about the safety of the city.
Sewer
Second level, it was idealised to increase the player's "anxiety". I tried to play with the logic of large, confined spaces even with bright, shadowy spaces. I started to insert some innocent jumpscare.
We idealised the sewers as a dirty part of the city. So much so that the city's fog could come from the sewers.
I thought of giving an arched outline to each room, to give the feeling of being underground.
Because central level, I divided the initial part with the insertion of a puzzle, while the final part introduced the killer by inserting a chase, trying to accompany the player to the final level

Team_9
We all applied individually to CGS's question about who wants to participate in The Rookies as a group. We soon found out that we were a team, and we had 3 months to make a project that could be playable. No one knew anyone, but everyone worked hard to complete this project as best they could.
It was a very interesting and fun experience!
Me
Level Designer
Location
UNITED KINGDOM
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