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Project Theseus Student Project

2021 - Master Project: Project Theseus
My contributions & Project Overview

My role: Character visual development and production (modeling, texturing, rigging) as well as some general concept art

In Project Theseus two players, playing as either a lab security guard or an experimental specimen created in the lab, try to find their way to safety in a crumbling underground research facility. Forced to compete against each other for the last remaining emergency exit pods combat and stealth can both be key to succeed.

Master project made in ~5 months in the "Animation & Game Direction" masters degree course at h_da.
Torben Borghoff  -  Creative Direction/Programming/Game Design
János Weyhknecht  - Character Art/Concept Art
Henrik Dudaczy - Visual Scripting/Animation/Game Design
Marvin Spahn  - Art Direction/Level Design/Environment Art
Philipp Berger Tolkun - Project Management/Audio Design
Sahra Rac  - Visual Effects, UI Design
Joshua Knapp -  Sound Design
Karam Akkil  -  Sound Design

This trailer for the game, produced by Marvin Spahn, showcases the mood of the dark and destroyed research facility the game is set in.

This frog like monster is the result of genetic experimentation on human and alien DNA and one of the playable characters in the game. Despite its seemingly hostile appearance the goal of the monster in the game is to bring it's offspring to safety.

This frog like monster is the result of genetic experimentation on human and alien DNA and one of the playable characters in the game. Despite its seemingly hostile appearance the goal of the monster in the game is to bring it's offspring to safety.

The monster's bubbly and glowing back shows its growth and mutation ability. The glow was also intended as UI for the monster's abilities.

The monster's bubbly and glowing back shows its growth and mutation ability. The glow was also intended as UI for the monster's abilities.

Gameplay from the monster's perspective

The security guard was tasked with the protection of the research facility and is one of the playable characters in the game. Being forced to comply by the corporation running the laboratory, the guard has to seal all exit pods to contain the monster.

The security guard was tasked with the protection of the research facility and is one of the playable characters in the game. Being forced to comply by the corporation running the laboratory, the guard has to seal all exit pods to contain the monster.

Past events in the lab are relayed to the player through environmental storytelling.

Past events in the lab are relayed to the player through environmental storytelling.

Gameplay from the guard's perspective

Low health is shown by having the guard holding their side, which, along with the other new animations, was made by Henrik Dudaczy.

Low health is shown by having the guard holding their side, which, along with the other new animations, was made by Henrik Dudaczy.

The monster's offspring are spawned in corners of the laboratory where the bubbly, fleshy substance growing from the monster's back can build a sort of nest for it. The monster has to find these nests and bring the babies to safety.

The monster's offspring are spawned in corners of the laboratory where the bubbly, fleshy substance growing from the monster's back can build a sort of nest for it. The monster has to find these nests and bring the babies to safety.

Dead scientists were scattered in the environment to show the effects of the seismic activity on the lab staff and how sudden the facility was hit by it.

Dead scientists were scattered in the environment to show the effects of the seismic activity on the lab staff and how sudden the facility was hit by it.

Early on, Henrik Dudaczy, who handled animation on the project, tried a more human walking style on the monster, with pretty funny results.

Early on, Henrik Dudaczy, who handled animation on the project, tried a more human walking style on the monster, with pretty funny results.