Mo Shu 魔术|默书
A game about Magic | To write from memory
The following document illustrates conceptual design and gameplay of the single player PC game titled Mo Shu. Mo Shu is a game based on exploration and discovery of new landscapes by a self guided robot given the name Mo Shu which translates to ‘magic’ or ‘To write from memory’ in Chinese. Mo Shu is tasked with exploring new world’s with its ability to change A game about Magic | To write from memory
The following document illustrates the conceptual design and gameplay of the single-player PC game titled Mo Shu. Mo Shu is a game based on the exploration and discovery of new landscapes by a self-guided robot given the name Mo Shu which translates to ‘magic’ or ‘To write from memory’ in Chinese. Mo Shu is tasked with exploring a new world with its ability to change between shader modes to better contemplate the territories around it after which it sends signals back to Earth for humans to synthesize. Different Shader modes allow the robot to also evaluate and assess dangerous situations around itself which could otherwise lead to catastrophic disasters. At the same time, these Shaders also help it to gauge and search for certain life-conserving items and collectible samples scattered in the landscape for it to scan and or take back to planet earth.
The Fate of Mo Shu lies in the player's ability to traverse the unaccustomed environment using the various Shaders to identify areas of threat and or safety.
in collaboration with Nicolas Turchi & Sahej Bhatia
contribution: 3d modeling on landscape, texture mapping, Unreal blueprint and shader switch function build.
MoShu_Demo_
Story board
The objective of the game is for the robot to survive while navigating the mysterious new environment it has been plugged in to evaluate. To do so the protagonist is equipped with the following shaders which have the following powers
VI.I - Gravitation map - As the name suggests the player can switch to this heat map-like shader to assess areas where the gravitational pull of the planet is different. The Shader is expressed just like a heat map with Red equating to high gravitational pull and Blue to low
VI.II - Wire frame map - The wire frame map would also the user to find hidden objects behind or within assets, which would otherwise not be noticed. The wireframe map could also be used to explore hidden passageways intricately laid out through the map.
VI.III - Reflection map - The player can switch this mode to find hidden crystals which would otherwise not be viewable in normal shaded mode.
VI.IV - Emissive map - By switching to the emissive map the player would be able to discover fueling elements which would further enhance the bot’s strength and capabilities.
The levels in the game include obstacles which include but are not limited to:
VI.I.I Change in a gravitational field - The player would find himself unable to control the robot in segments throughout the map owing to the change in the gravitational pull of the planet in those areas. To locate and fathom such areas one much changes the gravitational field shader and avoid the path. At times the gravitational quotient might also be counter-intuitive challenging the player to determine the optimal path around.
VI.I.II - Hidden objects and easter eggs - Various hidden objects which could either enhance or damage the bot’s abilities can be explored using the Wireframe shader. Other hidden objects also include easter eggs scattered around the level.
VI.I.III - Finding Crystals - The reflective properties of naturally occurring substances such as crystals in the normal view are not visible. As a part of the gameplay, the player can collect these crystals to receive added exploration bonus. To find them one must change to the Reflection map.