Claire Fingerhut
Technical Game Designer
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

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.