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FRACKED: Off-World Fracking

Throughout the game, the rig has been a distant landmark and an obvious end-goal, but when the Player finally gets to enter they are transported to an alternate dimension where the rules of physics no longer apply. This is the crystal realm and the rig is shattered into mind bending yet unexpectedly traversable pieces making for an imposing and memorable arena in the climactic showdown with Wilson.

Although our original final level was supposed to take place on the deck of a ship in the docks, the rig seemed a much more interesting choice. Its shape naturally gives the feeling of an evil fairytale castle. As a combat arena, it was important that the detail, lighting, and geometry didn't become so overwhelming that they interfered with gameplay. This was tricky, as so many elements are in play. Despite the vibrant hues, we kept actual colours to a minimum so that walls, floors, interaction points etc were easily read even in the midst of the fighting.

The fracking rig sits in sharp contrast to the natural world around it and can be seen, as something unattainable in the distance, across a number of levels. It provides a shade of foreshadowing for the final showdown.

The fracking rig sits in sharp contrast to the natural world around it and can be seen, as something unattainable in the distance, across a number of levels. It provides a shade of foreshadowing for the final showdown.

An early version of the finale confrontation was going to take place on a freight ship in the port. This was later abandoned for the more dramatic and almost castle-like fracking rig.

An early version of the finale confrontation was going to take place on a freight ship in the port. This was later abandoned for the more dramatic and almost castle-like fracking rig.

Early development sketch of the rig entrance point.

Early development sketch of the rig entrance point.

Early development sketch starting to pick out the surreal environment, interspersed with recognisable features and suggestions of gameplay.

Early development sketch starting to pick out the surreal environment, interspersed with recognisable features and suggestions of gameplay.

Rig shape sketches show how the crystal has impacted the core tower.

Rig shape sketches show how the crystal has impacted the core tower.

Despite the vibrant colours on show, we actually kept the amount of variation to a minimum to ensure play spaces were clear and didn't become visual noise that distracted the player.

Despite the vibrant colours on show, we actually kept the amount of variation to a minimum to ensure play spaces were clear and didn't become visual noise that distracted the player.

Sketch showing energy being harvested from the crystals by Wilson, the head of Finchteq security.

Sketch showing energy being harvested from the crystals by Wilson, the head of Finchteq security.

Mid-distance paintover of the rig showing separation of discrete areas, using colour and lighting to make the different surfaces and play spaces readable.

Mid-distance paintover of the rig showing separation of discrete areas, using colour and lighting to make the different surfaces and play spaces readable.

And they all lived happily ever after...right? Painting for our original ending where the sun would come up over the now destroyed rig. You're back in the "real" world. Our actual ending saw the player getting arrested and a big cover-up begins.

And they all lived happily ever after...right? Painting for our original ending where the sun would come up over the now destroyed rig. You're back in the "real" world. Our actual ending saw the player getting arrested and a big cover-up begins.