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Blindspot

Platform

PC

Tools Used

Unity, Substance 3D Painter 

Roles

Game Designer, Gameplay Programmer (C#), Lighting Artist, Animator, Producer

Blindspot is a 3D noir murder mystery visual novel made for Unlikely Collaborators' 12-day game jam with the theme "Perception Box". Blindspot uses a murder mystery story to discuss confirmation bias.

 

Players walk through 3 different perspectives, each character having their own idea of what happened and what evidence is significant, and ultimately, you play through the actual killer's perspective, which proves all 3 characters wrong.

Blindspot is available for download on itch.io.

Duration

12 days

Responsibilities

▪ Led production of art and design team to meet the game's visual & storytelling needs within the limited time frame

▪ Worked with narrative lead to design gameplay flow/pace, player communication/feedback, & project scoping/logistics

▪ Constructed 4 unique lighting and color conditions to represent each character's POV

▪ Assembled levels, screen shader + object highlight shader, 3D sound effects & animated characters to create atmosphere 

▪ Communicated with environment artists to iterate on the game's visual clarity communication 

▪ Kept track of game's several variables through the 6 game states with spreadsheet

▪ Textured cop character in Substance Painter

Team

Karsten Palmer

Lead Narrative Design, 3D Character Art, 2D Sprite Art

Kyle Abbott

Narrative Design, Game Design, Sequence Engineering

Jason Lin

3D Environment Art + Material Art

Darius Jover

3D Prop + Environment Art

Key Features

▪ 6 unique phases that differentiate a change in player character POV and have distinct conditions depending on the time and story

▪ Outline shader on interactable objects, each character has different objects available depending on what the character will notice

▪ Dynamic spatial sound effects 

Game Stills

Screenshot 2025-05-28 235948.png

Spreadsheet used to keep track of game variables, as what each character sees, who/what is interactable, which character animations are playing, all change through each phase, or story section, of the game. Making sure all of these variables are accounted for was necessary to allow all the sequences to play out exactly as they should, and the sections involving player agency and choice could be airtight. 

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