Left title bumper.

Two Friends In The Woods, One Of Whom Is Dying

Right title bumper.

Development span: May 2024 - May 2025 (1 year)

Project Type

  • Individual

My Roles

  • Director, Programming Lead, Design Lead, Art Lead...

Source Code

Download and Play

Read the Paper

Each conversation positions and views the characters uniquely, elevating their conversations into cutscenes. Each character has a unique ability to keep gameplay interesting - the taller one can throw the shorter one! Each environment is crafted to be unique and memorable as well, so that walking through the woods is always visually engaging and never a chore.

About the Project

Two Friends In The Woods, One Of Whom Is Dying is the creative work made for my undergraduate honors thesis at the University of Florida. As a project-based thesis, its focus was on demonstrating the programming and game development skills that I built over my time as a Digital Arts and Sciences (BS) student.

As a game, the project is about two friends going for a hike in the woods and having meaningful conversations about how one of them is dying. In this way, it pushes an envelope that is rarely able to be explored in my degree program - storytelling. I strove to make it impress narratively with the story and technically with its visuals and gameplay; the unique 2.5D, one-bit aesthetic, for instance, is something I've seen variants of, but never implemented in quite this way.

Two Friends is a true representation of how far I grew as a developer in my undergraduate degree. The topics I gained foundations in from coursework on computer graphics and navigational AI proved essential to fulfilling this vision, as did my time working with implementing Valiantine's 2.5D style. If you'd like to know more about exactly how I made the game, I strongly encourage you to read my thesis, linked above!

My shadow shader recognizes the parts of the mesh in shadow, and instead of recoloring them, renders a different (in this case inverted) texture over those areas, keeping my color palette firmly to 2. Everything comes together in scenes like these - sweeping vistas in two colors, framed to make the conversation cinematic. The game has a simple set of options to allow players of any gaming persuasion to easily customize their experience.

Programming Accomplishments

  • Created a movement system that allows different player characters to become an autonomous agent or under player control on a button press
  • Used Unity's NavMesh systems to create an intelligent follower character AI
  • Used Unity's shader language to create shadow shaders that bolster a one-bit aesthetic
  • Implemented of a dialogue system that positions characters in real time to create live cutscenes

Other Accomplishments

  • Created all artwork for the game, 2D and 3D, including UI assets
  • Responsible for all game design decisions and design implementation (level building, puzzles, etc.)
  • Authored a 38-page companion paper to the game, accessible above

Next >

Want to get in touch? Find me in all of these places!

Link up on my LinkedIn profile

Scratch an itch on my Itch.io page

Send me an email at awk481@gmail.com

© 2024 Andrew Kohler