This was the original idea concept and press release for One Late Night, when the project was started back in August 2012. Some parts were changed in the final game. Like for instance, the simulator idea was turned more into a adventure/survival idea to be able to create more gameplay.
This is a pretty small but intense project which is being worked on by Black Curtain Studio, in collaboration with Pontus Malmqvist. The game theme is horror and completely free from blood and gore and focuses entirely on psychological scares. The aim is to create a rather small game with a contained environment where we can focus on producing high quality, highly detailed and realistic graphics, rather than graphics of quantity and low detail. Pontus is a talented musician and is doing the soundtrack, sound effects and assisting modeling work.
We've decided to develop a pretty niched game concept, in the form of a horror simulator, where you play the role of an unnamed graphic designer employee, working for a small web design company. You are working overtime, alone at the office, to meet your client's tight deadline and it's late in the night. The basic idea is to be able to let players who have been in similar situations, and worked with similar office jobs, relate themselves to the game setting and scenario and become immersed in the game. Even if you can't relate to the game storyline, you will still get a good experience. Throughout the game, basic text dialogues are presented at the bottom of the screen, which represents the thoughts of the player as the story progresses and to give you hints of what point in the story you are currently at.
As explained from the basic idea outline, you are working late at the office. The game takes off where you wake up by your computer in your own small office. It is here where the first dialogue is presented to you, which tells you that the player wants to check if the coffee is ready. From here you can pretty much figure out that the coffee will most likely be in the kitchen, and there's where you will be heading next. This is how the game's storyline will continue to unfold. And from here on out you will notice that all is not what it seem at the office and that you are actually not alone. Strange things will start to occur and they will gradually intensify as the game progresses.
Pretty much everything you'd expect to be able to interact with in real life, can more or less also be interacted with in the game. Every door as well as cupboard doors can be opened -even the fridge. Doors can be locked, and unlocked (if a key is presented to you). Sit in your chair -and spin it if you want to. This is so that the feeling as if you were actually there can become more real.
The office is modeled and textured as a near replica of an actual office, but with some layout and design changes to cohere with the gameplay better.