Neptune is a single-player modification for Half-Life 2, taking place entirely outside the mother game's universe. Set primarily onboard a mysterious and desolate cruise liner, floating in the middle of the Atlantic Ocean, Neptune allows the player to slowly unravel the dark and disturbing past of the ship as he/she explores its once-grand rooms, corridors, concert halls, restaurants, bars and maintenance areas. Taking influence from games such as System Shock 2, BioShock, Thief: Deadly Shadows and Silent Hill, Neptune is an atmospheric, narrative-driven, horror-based shooter; an exercise in videogame storytelling and tense level design. It is expected to be released in Q3 2009.

Post news Report RSS Unveiling / design philosophy / recruitment

It is my great pleasure to unveil Neptune, an original single-player modification for Half-Life 2. Please visit the profile or website for more information. I have written a public design philosophy for the mod, enclosed in this news post, which outlines what I aim to achieve. We are also looking for a number of team members - see inside for more details. Thanks for reading.

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NEPTUNE - Design Philosophy

Neptune is a single-player total-conversion modification, with no links whatsoever to Half-Life 2. It is a first-person action-adventure, with roots in horror, and a strong reliance on narrative.

Neptune begins onboard a seemingly recently-abandoned cruise liner, and the player immediately realises that something has gone very wrong onboard. Visual and aural clues, as well as direct communication with NPCs, will help to unwravel a complex story involving morality, betrayal, and the dangers of attempting to 'play god'.

I created a mod half a decade ago for Half-Life. It was called Solo Operations, and it was genuinely rubbish. The 6/10 scoring on ModDB is something I consider extremely favourable, but at the time we were young, inexperienced, and dived into the project head-first without any real planning. Subsequent efforts to create better mods have been hampered by a lack of time and resources, but more importantly by a lack of focus on the sort of experience I wanted to create. Neptune is the result of my time experimenting with game design. In it, I believe I have found an ambitious but certainly achievable goal, and a gaming experience I have a real desire to create.

This desire arose primarily from my time spent as a games journalist. It has become very apparent over the years that the games that both myself and others in the field consistently praise are those driven by a strong, engrossing narrative. Too many titles rely on the player's desire simply to complete the game for the sake of it, rather than because of a genuine interest in the story and a feeling of involvement in the game's universe.

I became particularly interested in working within the horror genre having read a number of articles and essays by UK journalist Kieron Gillen about the use of fear in videogames. His belief, and mine too, is that games become truly scary not through the use of 'boo' moments, causing the player to jump in his/her seat, but through atmosphere and immersion, and more importantly, through the writing of a story that is genuinely unsettling. Gillen cites System Shock 2 and the level 'Robbing The Cradel' from Thief: Deadly Shadows as excellent examples of this; a combination of their stories and the unsurpassed immersion of their level design makes these two games large influences in the creation of Neptune. BioShock is a more recent, and perhaps even stronger, example of the kind of palpable, unsettling atmosphere I intend to create. This atmosphere is created via a variety of delivery methods, but all have one thing in common: they make the player feel like he/she is battling through a real world, with real characters who are telling a real story. Even System Shock 2's far-future, high science-fiction universe manages to achieve this by playing with ideas familiar to the player. While jump-in-your-seat moments are obviously helpful (when used sparingly and thoughtfully) in raising the tension factor of a videogame, a Doom 3-style shooter is something I have no intention of creating. Neptune isn't like that.

Myself and a couple of others have spent a lot of time planning out a thoughtful story, and whilst it is by no means finished, it is now at a stage where we can begin to piece it together into something that will work in a functional gaming world. Gameplay obviously has to come first and foremost, but this functionality should be consistent with the story we are trying to tell. A game with perfect mechanics but an uninspired story is a dull game, and players will be unlikely to persevere. On the contrary, many players battled through the technical inadequacies of Vampire: The Masquerade - Bloodlines due to its incredibly intricate narrative and a real sense of empathy with NPCs. I believe this is truly telling, and it disappoints me to see so little of this theory being applied to amateur mods. Maybe this is why we see so few truly great single-player efforts from such a large and strong mod community.

I shall no doubt add to this as my thoughts and ideas develop. In the meantime, thank you for reading.

Lewis

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CURRENTLY VACANT POSITIONS - please PM Lewis (Donkey81) if interested

Level Designers
Neptune requires a team of dedicated, creative and passionate level designers and mappers to help create Neptune's game world. Previous experience using Hammer Editor is essential, as no training will be provided. Previous experience working on a mod is desirable but by no means essential - we all have to start somewhere, right? Level designers will be required to create atmospheric, functional, visually- and aurally-stimulating environments based on research into the environment type they are creating, and with the bigger picture of the game's world in mind.

Level designers will frequently liaise with myself (I will also be on the level design team) and other mappers, as well as artists and story-writers, to ensure a fluid, functional, absorbing gameplay world.

Concept Artists
Neptune requires a concept artist or concept artists to help establish an aesthetic style to the game. Responsibilities will also include producing designs for enemies and NPCs, as well as weapons and areas in the game. An awareness of game engine limitations is desirable, but no previous experience working on a mod is necessary.

Concept artists will frequently liaise with myself, other members of the 2D art team, and members of the 3D art team. A close working relationship with the 3D art team will be essential.

3D Artists
Neptune requires a team of 3D artists to model, skin and animate a range of NPCs and enemies in the mod. Previous experience in modelling for games or mods is essential, preferably in Half-Life 2 modification.

3D artists will be required to work on concepts presented by the concept art team, with an awareness of how their work will be presented in-game.

Voice Artists
Neptune requires a full cast of voice artists to bring its array of characters to life. Previous experience in voice work or a background in acting is desirable, but by no means essential. Confidence in delivery is an important skill. Applicants must have regular access to adequate recording facilities (a full studio is not necessary, but something more than a webcam-microphone and Windows Sound Recorder is essential). All audio manipulation will be the responsibility of the sound design team.

Voice artists will be required to work from a script provided by the story team, with an awareness of the game's bigger picture and fundamental messages.

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