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Whispering Abyss was created by Precipice Games, a group of 21 students at Marist College with the goal of creating a game in 13 Weeks.

Dive into a Top-Down Lovecraftian Dungeon Crawler as you take the role of Grace Havenshroud, a woman determined to find the monster that took her mother. Will Grace discover the secrets of the Abyss or will she meet the same fate as her mother?

Development Logs

Dev Log - #1

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Dev Log - #2

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Dev Log - #3

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Dev Log - #4

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Dev Log - #5

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Dev Log - #6

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Dev Log - #7

WhisperingAbyss Cover Image.png

My Roles & Tasks

Throughout the 13 Weeks, my primary roles were within the Design and Narrative departments, working closely with the Producer/UI Artist, the Art Lead, and various others within the design and narrative departments.

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Tasks:

  • Various GDD work

  • Drafted early concepts for the menus (Game Intro Sequence, Credits Menu, Options Menu) in Unity - Had a focus on Gothic Design in mind and pitched the idea to colleagues.                                                                     (Dev Log 1)

  • Created multiple iterations of the main menu scene  (Dev Log 2)

  • Level Designed various dungeon rooms to generate within the game.                                                            (Dev Log 3, 5, 7)

  • Created lore descriptions for items to be implemented into the game                                                                      (Dev Log 4)

  • Gave feedback to narrative lore & created 2 health bar UI variations to be used in-game.                                    (Dev Log 6)

  • Designed the itch.io page using Art Assets                (Dev Log 7)

  • Populated Menu Scenes with various assets such as a Mist VFX, UI Art Assets.

  • Worked with Artists for art direction within the menus.

  • Playtested the game many times throughout the development cycle.

Final Remarks

Whispering Abyss was an incredible project to work on! The team size of 21 students was the largest I had worked in before and was great to experience. One of the things I learned from the experience was the importance of communication, while I was in contact with most colleagues frequently, there was an instance where I wasn't able to pull to my GitHub branch due to merge conflicts and was told to push whenever and things should resolve fine. However, due to not being able to pull from the development repository, I missed new prefabs getting added into the game and made the rooms with out-of-date prefabs. I ended up having to remake the levels in order for the prefabs to work properly. If I had known about the prefabs being updated, I could have avoided having to recreate the design. From learning Github, to Designing the UI framework, I learned a lot throughout my 13 weeks of development.

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