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Detective of the Dead

Offering players engaging quests, where choice matters

Enforcing a gameplay theme through various mechanics

Creating a holistic semi-open-world with interconnected areas

Goals & Learnings

Detective of the Dead is a new RPG in development at Actrio Studio, where players take on the role of a detective in the Mexican underworld, solving cases to uncover a deep-rooted conspiracy threatening the Day of the Dead.

For about nine months, I worked as a game designer on the project, shaping its core mechanics, quests, and levels. Inspired by detective games and metroidvania titles, Detective of the Dead was designed to blend exploration and mystery within a vibrant, living world. An accompanying alebrije granted the protagonist unique abilities to aid in investigations.

#game_design

Thematic abilities

To reinforce the detective fantasy of the game and create a bond between the protagonist and companion, I devised various unique abilities to help players during their invesitagtions. One ability allows them to reveal nearby footprints for a few seconds, while another could be used to distract NPCs to gain access to restricted areas. Each Ability could be upgraded to increase its effectiveness.

#level_design

A world that wants to be explored

It was our goal for players to act with intent in the game world, achieved through a combination of player choice, motivation, and relayed information. The world was meant to be brought to life through a mixture of explicit, implicit, and emergent narrative. To reinforce the detective fantasy of the game, I decided to rely on low-level affordances, making players more dependent on their problem-solving skills.

#level_design

Distinct areas

I envisioned the game world as a series of holistically interconnected districts, each with its own distinct look and feel. The first level, set in a slum district, emphasized verticality and a somber mood, while another was designed to feel more open, emulating a classic Mexican town where a perpetual party is taking place.

#narrative_design

Radically non-linear quests

Every quest was intended to feel like an investigation, requiring players to use their problem-solving and deduction skills to progress, with multiple paths leading to different outcomes. To support this, I devised a scalable case system that allows players to collect both minor and major pieces of evidence.

 Details 

Unity
Blender
Substance Painter

 Software_Used 

 Gallery 

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