Ashioto – Concept art and Sound teaser A presentation by Lucas Pledge and Charlie Shafe Idea Our hypothetical game idea is about man from the Edo period of Japanese history, who wakes up in an abandoned period-specific town. The town will be surrounded by mist, other than the one shrine on the outskirts of the map. The audience will not know why this has happened and will have to find clues as they go to find how to escape. The reason our character has woken up like this is because of a Japanese spirit (or yokai), betobeto-san. The legend goes that he is a harmless spirit who will follow you at night, until you let him past. However in our game idea he can attack you if you run out of lantern fuel at night. He has also taken you to his own realm where he controls day and night, because he feeds on the fear of humans and would like you to be scared, however our nameless player is scared of the dark, and will be taken over by fear if he runs out of lantern fuel. Mechanic Betobeto-san has rules in his realm. These are that every 6 in-game hours (24 minutes) you will have to flip a coin, either sun or moon. Depending on which side the coin lands on, the atmosphere will become either intense or calm. The time until you have to flip a coin is indicated by a mysterious tattoo you woke up with at the beginning of the game. In order to enforce this rule, if you do not flip the coin, you will automatically be in night mode, this also adds a challenge-style mode for competitive gamers. Genre/Trends Our hypothetical game would be adventure horror. We believe this will be popular because it is not dissimilar from games like slender, amnesia and outlast. Games that were all well-received. This is because people (particularly our target audience of males aged 15-25) tend to enjoy thrill-seeking. This is because it allows them to feel a rush of fear without actually endangering themselves, not to mention the element of challenge. Also many people enjoy the lets play videos associated with this genre, people seem to enjoy youtubers getting scared. Also our game has a unique selling point in the fact that it has no jump-scares, and is creepy only half the time (unless the player chooses otherwise). Platform Our decided platform is PC. This is because, although mobile is the where the most predicted revenue is for indie developers, our idea is based on immersion, because without immersion there would be no fear. We believe PC would create the right level of immersion, more so with headphones on. Also PC games have the largest online community, particularly as we are planning on building hype using YouTube lets play videos and twitch streaming. Work we will be producing We shall be producing a concept art and sound teaser in order to pitch the idea to a publisher. We took inspiration for this from the concept/sound teaser of ‘Ashen Falls’: https://www.youtube.com/watch?v=24DVApbWq2c Inspirations We have taken inspiration from the mechanics of amnesia, our game will essentially be a survival horror with no combat mechanic. We have taken inspiration stylistically from traditional Japanese architecture, zen gardens (day mode) and Japanese urban legends & ghost stories. Prototype/Draft art Design Doucment Lead Character: Name: No name Gender: Male Race: Japanese Appearance: Black Hakama, white tabi socks, straw zori, black haori with right forearm torn. Hourglass tattoo on right forearm. Black short hair. Weight: 13st Height: 6ft The character is the only one there other than BetoBeto-San and the character picks up multiple items but doesn’t really change the environment other than fact that he has the coin flip ability that changes the atmosphere of the environment although he is not the one who actually changes it. Other Characters: BetoBeto-San: Invisible, tends to follow the character around but never attacks unless you run out of time or lantern fuel. BetoBeto-San is the one who actually changes the environment when the coin is flipped. Design Document Environment: Location: Not an existing place. Name: Enomoto. Where: Japan When: Sengoku Period, Feudal Japan. Why: So we can incorporate the Yokai story of BetoBeto-San which within games is a very original concept. What will happen within the environment?: Within the game there is mechanic called the “Coin Flip” where , the environment changes depending on the side of the coin it lands on; Sun side: Nice calm atmosphere and it’s slightly lighter at night time; Moon side: There’s mist during the day, normal darkness at night and footsteps and horror style sounds can be heard (much darker atmosphere). The story of our environment/game is that everyone has gone missing and it is down to the player to find out what happened but they’re not alone as BetoBeto-San follows the player when the coin lands on the moon. There is a way to fail because the character requires a lantern for certain parts at night and there’s only a set amount of oil in the map so if the player gets caught out at night with no lantern fuel after flipping moon then its game over and they have to start again. What will make your work fit the genre you have chosen?: The mechanic of the atmosphere changes helps the game fit into the adventure horror genre we’re after but the aspect of trying to figure out what happens fits into the exploration genre that we’re also after. What is the focal point of the environment? The focus of our environment is to create juxtaposition through atmosphere as the environments atmosphere can vary between calm and peaceful to dark and creepy. References Lost at Sea. (2015). Ashen Falls - Concept Art & Sound Teaser. [Online Video]. 9 June 2015. Available from: https://www.youtube.com/watch?v=24DVApbWq2c. [Accessed: 12 May 2016].
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