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24 Minute Midnight Movie

GAME UX/UI, LEVEL DESIGN, NARRATIVE DESIGN
24mmmwide.png

24MMM (short for 24 Minute Midnight Movie) is a 2D platformer survival game based in a big and questionably moral corporate research campus. As a new employee, explore the facility and get to the bottom of things. Retrieve keycards, hack security systems, forge alliances and fight the undead to orchestrate a daring escape within 24 hours!

24MMM v.2 is an updated version of the game, with improved plot, level design and more.

Genre

Single-Player, Top-Down 2D Action-Adventure

Platform

Itch.io

Engine

Godot

Team

15+

Duration

Sept 2022 - Present

Project Stakeholder/s

ArtLanguageCode.org

My Roles & Contributions

UX/UI Designer:

Designing all player controls, non-diegetic interfaces and core user flows with focus on enhancing player experience and usability.

Level Designer:

Creating detailed maps, layouts and plotting out terrain that cater to exploration as well as structured gameplay.

Narrative Designer:

Working with core members of the Narrative Team to revamp the plot, characters and more.

Playtester:

Testing each version of the game for bugs to improve player experience.

Tools Used

CONCEPT

The "Midnight Movie" Inspiration

Midnight movies, often B-grade in quality, pack in horror, sci-fi, and mystery genres. Their allure lies in their unconventional quirky narratives, campy elements, and satirical undertones. Our game concept draws inspiration from this, blending suspense, humor and ZOMBIES into a corporate backdrop.

Zombies

PROCESS

WIP UI File for Menus & Tabs
WIP Tasks
Narrative
User Flow of Tutorial

NARRATIVE DESIGN

Player to NPC Conversations

“Dialogue Tree” style conversations that change depending on the current game state (elapsed time, characters dead, player knowledge and inventory, etc.). Dialogue choices have explicit end options, pausing gameplay for reflection. A blend of urgency and choice allows diverse narratives within the time-frame, engaging players without overwhelming them.

.tres file for dialogues

NPC to NPC Conversations

Player can eavesdrop on NPC dialogues, choosing to listen or move. Proximity matters; NPC awareness influences continuation. Conversations can be revisited later if significant to the story. The combination of discovery and stealth adds depth to interactions, enhancing the immersive storytelling experience.

Inventory Menu

Journal, Quests & Survival Guide

The Journal tab includes information on characters that is updated as the game progresses, as well as a list of tasks in the form of Quests. This ensures players can navigate complex narratives, aiding immersion and aiding memory for dynamic decision-making throughout the game.

EXPERIENCE DESIGN

Adding Intuitive Controls & Tool Tips

Addressing the pitfalls of past confusing controls in v.2, we championed an overhaul towards intuitiveness and accessibility. We meticulously designed controls, considering seamless mouse, trackpad, and keyboard interaction. We combined specific control or introduced multiple keys for certain actions where necessary. All buttons in the game are accessible both via keyboard inputs and on-screen clicks.

Elevating the experience further, we implemented handy tool tips that materialize when players face performable actions. The result: A smoother, more engaging journey for casual players .

Controls Allocation
New Keys Distribution

Non Diegetic Interfaces

Previous version's interface fell short — unpolished and minimalist, lacking design cohesion. While keyboard controls existed, visual prompts were absent. For v.2, I aimed to fill in the gaps with clickable buttons for seamless navigation. Utilizing clear icons to mark all all menu buttons and stats, I refined the interface by striking a balance between comprehension and screen space.

Non Diegetic Interface

v.2 Revamped Interface

Old interface

v.1 Old Interface

Revamping Menus & Tabs

We streamlined menu info for enhanced intuitiveness, optimizing its structure and making it a meaningful part of the game. A new Survival Guide complements the inventory, infusing lore into each collected item. The People tab now showcases updated info and friendliness stats. The inventory displays items and weapons with refreshed buttons. Quests find a dedicated space, while a thoughtfully designed and separate Pause menu offers sound settings, controls and other technical details of the game.

Journal - People Tab

Journal - People Tab

Paused Menu

Pause Menu

A Tutorial Sequence

One of my initial proposals was the creation of a Tutorial Sequence that blends learning seamlessly into the storyline. With a plethora of controls and buttons to master, I envisioned a process where players engage with characters and cinematic cut scenes to grasp the mechanics. This learning journey begins on the first floor, a crucial stage that establishes the plot and immerses players in the game world. By the time players venture beyond those initial levels, they'll be well-versed in controls, combat tactics, the threat of zombies, and the dynamics among fellow employees. It's all about fostering familiarity and competence through organic interactions, ensuring players are primed for the challenges ahead.

Tutorial Cut Scene - Player encounters Frank & Edna

Tutorial - Player encounters Frank and Edna

LEVEL DESIGN

Originally a single but huge sprawling map in v.1, playtester feedback led us to fragment the design into smaller digestible levels in the form of floors connected to each other by stairs and elevators.

For each level, items, NPCs and Zombies were allocated specific places on the map. All placement was tailored to balance the player's experience with appropriate amount of combat, collectibles and interactions while leaving it open enough for exploration. 

Level Design

THE GAME'S FUTURE

What I Learned

Throughout this project, I gained insights by teaming up with a diverse crew, each with their unique skills. Navigating collaborations and sub-teams became second nature, fostering a smoother workflow. Documenting proved vital, setting the groundwork for future improvements. Time management was key; we had big ambitious ideas but struggled to strike a clear balance between ambition and reality, given the limited time and resources. Amid the hustle, staying steadfast was a constant reminder that kept us on track till the end.

Current Version (v.2)

In three months, we were able to:

✅ Remove bugs

✅ Develop a new plot + dialogues

✅ Implement a tutorial sequence

✅ Improve controls + fresh interface + menus

✅ Introduce 3 new floor maps

✅ Improve combat with new mechanics for obstacles & enemies.

✅ New assets & animations

✅ Detailed documentation

In The Future...

Currently, 24MMM is focused on a single plot with a linear direction and predictable endings. Our long term goal however, is to use this game as a reusable game template that can help create customized and diverse storylines with multiple endings.

~ Thanks for Viewing! ~

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