An exploration puzzle-game where a woman searches for her father, during the Portuguese dictatorship.

Post news Report RSS Devlog No.10 - My Rosemary

Tenth devlog! This one is about level design for the first area, showcasing sketches and workflow.

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Hi again!

Another week, another post! Let's get onto it.


First Area Concepts

As was discussed in previous posts, the first area of My Rosemary is Rosemary's house. Inside her house, there are three explorable rooms. We'll split the design for each of them. Before anything, here is the Blockout for the Home.

BlockoutHOME drawio


The Kitchen

The Kitchen is where our game begins (leftmost area), with Rosemary looking at the newspaper, detailing a [SPOILER] event. After some initial dialogue she is free to roam the house. In here, she can interact with the furniture and find some flavor text about her house and specific memories attached to what she's interacting with.

Here is a sketch of the interior design of the kitchen, with some annotations, describing the environment and everything's purpose:

kitchen



The Hallway

This is the connecting area between the two main spaces in the house. It has no functionality besides providing some exposition as well as for realism's sake. The religious symbols and frames help give a clearer image on how Rosemary was raised and what her family environment felt like. It also contains the first ever Lockpick puzzle in the game.

Here is a sketch of the hallway:

20240622 203508



The Office

Her father's office is the final area in Rosemary's house. It contains yet another Lockpick puzzle. The interior design in based off the initial mockup done previously. Here is a mockup and the sketch:

mockup

Office



That's all for this one!

See you next post,

Nymeus Studio

nymeus smol


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