💎 Pitch
Welcome to Workhorse© Inc. !
We hope you find your place in our small family.
At Workhorse©, we thrive to provide a healthy, serene working environment, where everyone feels like they belong.
Devote yourself to the company, and the company will devote itself to you.
Clean. Print. Repeat.
At Workhorse©, no need for complex assignments or brain-wracking puzzles. We ensure you'll always be given the simplest tasks !
Just follow the instructions.
🌟 Introduction
Workhorse Is a VR game with a game concept turning around the "Oppresion" theme. With the team, we wanted to create a working / office atmesphere where all your collegues are watching you.
You will have to do your daily tasks, print documents and clean your desk while having the feeling something's bad growing around you, all the others employees are looking directly at you, even walking toward you.
This project was really interesting for me, I was really looking forward working for the first time in VR. Creating the inputs and features that are more matching the human vision and touching interaction sounded fun.
Also I wanted to try creating that oppressive feeling and atmosphere around the player, with SFX and VFX. A little bit of story driven game with interactions from the player. It was very interesting to do.

👾 Gameplay
The gameplay of WorkHorse is really linear and narrative driven, the player spawns at his desk in the working office. He will have to complete some tasks given to him by his boss from his PC.
The more the player will complete tasks, the more his collegues will watch and approach him.. Applying pressure and starting to create an anxious ambiance around the player, starting from some dizzy VFX, to some soundtracks, etc..
In the end, once the pressure is at it's apogee, the player will have two choices, either leave the building which will make him restart the day, with some tweaks that changes it slightly.
Or by giving his demission letter to his boss, which makes him leave that toxic environnment and actually end the game.
👨💻 What I've realized on the project

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The storyboard
With the others GD's, I created on the the blackboard the whole storyline of the game. Since it's a short one it wasn't that long to make, but we wanted to have some tweaks and some repeatibility with a kinda loop gameplay.
We wanted mostly the loop part, with an double and different ending, one that will restart the loop, the other one that will completly end the game as a "You've finished it".



The collegues, getting more pressuring
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The printer
The printer is a really important part of the game, the player will have two different task to do on it. Printing the regular document, and printing the resignation letter.
To use the printer, the player will have to bring an USB key from his desk, plug it in the printer, then put and hold his hand on the printing button until the loading bar reach the maximum (printing complete).
Of course, for the pressuring part, the more the player holds the button, the more the collegues will approach him.. applying more pressure, then once really close an really anxious song start to play to make the player feel like the center of universe, watched by everyone around in a bad way.



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The desk
The desk is the most important part of the game with the ambiance, the player will spend a lot of time on it with the different tasks.
On the desk is the computer where the tasks will be shown to the player. Also he'll have to sort the files and folder to find some hints on the situation and how to finish the game.
Then, there is a lot of working props, as pencils, workpapers, books, paperballs, etc.. The player will have to sort them in different drawers to complete a task.
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The collegues
The collegues, being the main entities on the game, surrounding the player and making him feel as much uncomfortable as possible.
The objective with the collegues, was to make the player feel like the one little new guy that just got hired, scared to do any sound with the printer, stuff he moves, when he walks, etc..
The more the player interact with the game and so do sound, the more the collegues will approach him.. As far as they end up being only few centimeters close from the player..

📌 Lessons Learned
I learnt during this project the importance of using a mix of vfx, visuals and sounds to create emotions and feelings to the player. And mostly how to use them.
How to create an ambient scene narrativly driven and kinda making the players feel what we want them to feel.
All the difficult points that the VR add to a regular Video game project such as interactions, visuals, menus, texts and textures.
⚡ Quick infos
Project made in 2 weeks on Unreal Engine 5
The team :
- Programmers : Clément Bostyn, Alexis Le Bourhis and Santino Romero
- Designers : Scotty Fermin, Thomas Florent, Virgile Vazeille and Me
- Artists : Paul Averous, Nathalie Pahmer and Aida Menheim
- Producer : Anna Samoilenko & Alessandro Santarelli
The game is playable and available on the Itch.io page below