Museum takes place 200 years in the future on earth, in a world where Humanity conquered space and discovered new planets.
A Natural History Museum will soon reopen its doors to reveal the last discoveries brought back from one exo colony. We play Max, accompanying his streamer girlfriend Lily, to leak exclusives images of the future exhibition.
Museum is a survival horror game mixing stress and wonder. Discover a fabulous universe in these Museum dark places.
While staying in the shadows and trying to escape the various threats lurking around.
Max and Lily, two influencers in search of thrills, break in their town’s Natural History Museum,But they won’t be the only ones here tonight...
Max is the playable character, and his girlfriend Lily is a NPC that will guide and accompany us throughout the game.
The main creature is thin and agile, able to hide and attack at the right time. Its design is inspired by animals such as the Panther, the Black-tipped Shark or the Monitor.
The environment is inspired of three great museum : the Natural History Museum of Paris, of London and New York. Throughout the museum you will see a style going from a ancient victorian to a more modern approach, making a mix that creates a unique and captivating mood for each room of the Museum.
For the material approach of the tech, a Master Shader has been used for most of the object you will see in the game, using common techniques like world align, Uv projection or various roughness options… The project being indoor, some materials have been prioritized like sandstones, marble or concrete, which are the most used. For our characters, creatures, crystals, amber and more to react to lights, materials using SSS have been developed and polished. With Fps going from 75 to 120, the optimization has been the center of our priorities.
For the visual scripting aspect of the tech, a mix of blueprints and Behaviour trees has been used in order to have AI that would work easily for the need of the project and bring life to the environment. With hostile units being more complex, they use a Behaviour tree in order to switch states when looking for the player, and more simple AI Like Lily that switch from a waypoint system to then simply following the player, and the automated vacuum that make their own path when colliding their surrounding. Trigger boxes are used throughout the whole game to allow a smooth running of the gameplay and voice lines.
Jim ARTINIAN SHART
Generalist / Chara / Environment
3D Character Artist
Generalist / Environment
3D Character Artist /
3D Character Artist / Concept Artist
Special Thanks :
Pierre Gabriel Chouzy / Fabien Roumazeilles / Michael Baratian /
All the New3dge Team
Paul-Emile Boucher /Servane Altermatt /Arthur Trouslard /Alexandre Vong /Cedric Seaut /Damien Brisson /Mickael Floury /Yvan Feusi /Yannick Gombart /Laurie Maigne /Jean-Loup Comby /Antoine Dupuis /Boris Miszczak /Alexandre Ferra /Clément Martin
Anne Lauzeray Gishi /Jade Phan Gia /Mathieu Touquet /Pierre Alain de Garrigues
for their voices
Anthony D'Amario for the music
Fabien Crousillac for the sound design
Paola Gentil for the menu
Camille Duband for the posters
Thanks to all our ClassMates and our family