Lost Euclidean
⊹ ࣪.⋆~⊹₊⋆⁺₊⋆ ☾⋆⁺₊⋆✩࿐
by
Kris Candela, James Martini, Marcus Seeger, Dylan Dugourd, Billy Liu, Justin Chen, Ellie Konty, V Tucker, Leo Liu, Kiki Blanz, & Luminescent Games
For Capstone
Lost Euclidean is an eerie 3D puzzle game where you use light to reveal and discover parallel worlds. Traverse through an abandoned nuclear facility, investigate your father's disappearance, piece together the mystery behind these broken worlds.
Lost Euclidean - Trailer
Interview:
✧What was the inspiration of the game? What made your team decide to make this game specifically?
We originally concepted the game from Major Studio spring where we were given a prototype to expand. The prototype had a flashlight that revealed invisible monsters that would come and attack you. We decided to expand this idea further by asking ourselves "What if we applied this concept to space itself?"
✧Were there difficult moments when developing the game? What led to those difficult moments? What did you learn from it?
The most difficult moments we had during development were specifically figuring out management processes that worked for out team organization and structure. Coming from Major Studio Spring, we had changed the team structure, adding on 3 new members, and created a more hierarchical structure to ensure each facet of the game was cared for. Though with this new structure meant taking the time to discover processes that worked for us. Over the course of the year, through multiple meetings, discussions, and iterations, we settled on having more structured managerial processes that helped us to air frustrations and plan effectively.
✧Were there darlings that you had to kill? What were they? Why was the decision made to remove them from the project, and what were the reasons that you like the darling so much?
At the start of capstone, we originally pitched a new concept for the game which we called "the Stalker." We added this concept to the game because one of our initial goals was to include more horror elements into the game. Unfortunately, this feature was out of scope for Capstone since we would need to further concept the feature, create a prototype of the feature, as well as a level that showcases the design of the feature. Moreover, this would be an incredibly big risk and gamble since we wouldn't know if this feature would complement the current design of our game. An additional feature that we had to cut was one we called "the Lego Blocks." Essentially it was a script that we could attach to any puzzle object so that it could automatically rotate or move between different points in order to expand our puzzle design. However, our designers felt that, while it would be a great expansion to the design of the game, there simply wouldn't be enough time during capstone to explore this new design space, so it had to be cut.
✧Talk about your teammates! What was everyone’s role?
Kris Candela - Producer, Sound Designer
Isabellie Konty - Lead Narrative Designer, Assistant Producer
Marcus Seeger - Lead Designer
Dylan Dugourd - Art Director, Social Media Manager
Billy Liu - Lead Engineer, Technical Artist, Voice Actor
James Martini - Game Designer, Engineer
Justin Chen - 3D Modeler
V Tucker - 2D Concept Artist, Narrative Designer, 3D Animator
Kiki Blanz - Narrative Designer, 2D Concept Artist, Social Media Manager
Leo Liu - 2D Concept Artist
play this game on itch.io
@losteuclidean @losteuclidean