Waterwalk
Waterwalk is a first-person open-world game set in the future, where players explore a submerged oasis in the North Sea. This immersive experience highlights the effects of climate change conveying a positive and hopeful vision for the future, illustrating how life continues to adapt and evolve despite significant environmental changes. Players take on the role of a diver accompanied by a robotic assistant, documenting the intriguing new ecosystems that have emerged.
Our Objective
We aimed to create an uncanny yet recognizable environment that evokes both discomfort and fascination. By exploring this world, players will discover a new and intriguing ecosystem born from nature's adaptation to pollution and changes caused by human activity.
Setting
The game is set in the North Sea, in a not so far future. Rapid climate change has forced humanity into a period of de-growth, leading to smaller, more compact communities. These societies focus on living harmoniously with diverse ecosystems. Earth’s ecosystems have adapted to human pollution, using it as a central part of their life cycle for nutrients, warmth, and construction materials.
Gameplay
In Waterwalk, players control a diver exploring the future North Sea's submerged oasis. Accompanied by a robotic assistant, players document their findings through photography. The game encourages players to appreciate the beauty in what many might consider a "ruined" world. It highlights that the effects of climate change do not spell the end of life, and there can be beauty in adaptation and survival. Conclusion: Waterwalk offers a unique perspective on the future, showing an alien yet familiar world where life continues despite drastic changes. It's a game that balances discomfort with fascination, presenting a hopeful vision that life can adapt and thrive even amidst significant environmental transformations. Join us in exploring this captivating future and discovering the resilience of nature.
My Role
My responsibilities included setting up the development environment, implementing game mechanics, and optimizing performance to maintain a smooth 60 fps.
I worked on underwater physics, developing a swim mechanic and creating a system to simulate realistic fish behavior. Additionally, I implemented shaders for underwater effects, like caustics, wet lenses, and bubbles, enhancing the immersion.
To aid the player experience, I designed a robot companion with functions like navigation assistance and picture-taking, contributing to the game's world-building. I also integrated features like temperature-based mechanics to restrict player movement and introduced optimization techniques, such as efficient loading screens.
My work ensured that the assets created by my team were visually stunning in Unreal while being highly optimized, striking a balance between performance and aesthetics.
The game will be exhibited at DAC (Danish Architecture Center) in October.
Roles:
Andreas Nøhr: Programming and Technical Artist
Samuel Mathiesen: Art Director and 3D Artist
Marta Szwedowska: 2D and Concept Artist
Hongyan Song: 3D and Concept Artist
Claudia Aybar: 3D Artist and Producer