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Wellor

Year : 2018
Category : Spatial Gameplay & LBE
Wellor
Master's Thesis Project ESA Saint-Luc Brussels Digital Arts Unity C# Hardware / Physical Controller Procedural Generation

Wellor - Mass Surveillance Simulator & Immersive Experience

Context: Master's Thesis (Digital Arts) - ESA Saint-Luc Brussels  |  Role: Game Design, Unity C# Programming & Physical Controller


Wellor is a digital arts graduation project developed at ESA Saint-Luc Brussels. It is a satirical mass surveillance game where the player assumes the role of a new employee at Wellor Corp. The player must obey absurd administrative directives inspired by the Milgram experiment, using aliens to execute immoral actions and choices.

Visual Identity & In-Game Screenshots

The game's aesthetic plunges the player into a retro-futuristic bureaucratic universe, highlighting mass surveillance and the immoral dilemmas imposed by the corporation.

Wellor - Official game poster
Wellor - Gameplay screenshot 1 Wellor - Gameplay screenshot 2
Wellor - Gameplay screenshot 3

Video Preview & Gameplay

Design & Game Direction

  • Ideation & Satirical Scenario: Co-writing the narrative universe of the satirical mass surveillance game, questioning blind obedience through immoral choices imposed by authority.
  • Dedicated Physical Controller: Designing a custom physical control panel to manipulate city cameras, physically anchoring the player in their role of alienated bureaucracy.

Technical Implementation & Development (Unity C#)

  • Global Programming (Unity C#): Developing software architecture, user interface (UI), camera logic, and communication with physical hardware within Unity.
  • Procedural Alien Engine: Programming a procedural generation system to create unique alien inhabitants, coupled with dynamic 3D animations.
  • Audio/Visual Integration: Synchronizing sound atmospheres, background music, and lighting to maximize narrative immersion.

The Physical Control Panel (Hardware)

Challenge: Avoid the detachment of a simple flat screen to make the physical impact of the player's actions tangible.
Solution: Manufacturing a custom physical control desk (physical buttons, joysticks) interfaced with the game engine.
Wellor - Custom physical control panel

Procedural Alien Engine

Challenge: Diversify subjects of observation and immoral interactions to prevent visual repetitiveness.
Solution: Scripting a multi-colored alien generator to dynamically populate the surveillance simulation.
Wellor - Procedural alien generation
Creation Team: Digital Arts Master's Thesis Project (ESA Saint-Luc Brussels) co-created by You (Programming, Game Design & Hardware), Ilyas Sfar (Animation & Voice), and Bryan Lassudry (3D & Textures).