6.1 Visual Direction & Environment
I chose a realistic visual style for Backroom DoGoJo because it fits the atmosphere of the Backrooms and works well with Unreal Engine 5.
The game takes place in a large Level 0 environment, featuring empty spaces, repetitive architecture, and an unsettling atmosphere.
The environment is designed to support both exploration and building. Rather than only serving as a background, the space contains different facilities and locations that players can interact with.



6.2 Creature & Asset Development
The main creature in my original design is MeatBallDog, a strange creature that can duplicate itself and merge into higher-level forms.
For the current prototype, I use a chicken model as a temporary replacement. This allows me to develop and test the gameplay mechanics before creating the final creature model.
Other important assets include the experimental weapon, shopping facilities, and the 3D printer used for creating furniture.




6.3 Gameplay Prototyping
I developed the game prototype in Unreal Engine 5 using a first-person gameplay system.
The prototype focuses on testing the main interactions, including shooting creatures, duplication, merging, collecting money, and interacting with facilities around the map.
These systems help me test how the different gameplay mechanics work together in a playable environment.


6.4 UI & Interaction Design
The interface helps players understand their resources, creature progression, and available interactions.
Important information includes money, ammunition, Sanity, and purchasing options.
I aim to keep these interactions clear so players can focus on exploration, farming, and progression without unnecessary confusion.








