THE MISSING INGREDIENT
The Missing Ingredient is a captivating point-and-click adventure game that embraces an FMV (Full Motion Video) style. In this unique experience, players assume direct control of a filmed character. The lighthearted and comedic narrative unravels throughout a day in the life of this individual as they embark on a quest to procure a vital ingredient for their breakfast cereal: milk.
Gameplay Video
The Missing Ingredient is a solo developed FMV game. I worked as the director, developer, editor, music producer and writer for this project.
The game blends film and game, creating a cross pollination of ideas. I used cutscenes and gameplay to take the story forward, using the strong concepts from both the mediums.
The game follows a comedic story of a person, who goes through great lengths for a carton of milk, to make his morning cereal. The game is similar to a point and click puzzle genre.
The puzzles were designed like an escape room, where the player has to figure out various codes using clues and hints in the environment.
Game Progression and Gameplay
Process and Experience
Early Prototype of the game, with me as the character
During the preproduction stage, I focused on creating a technical prototype for my game. Filming myself walking left to right and right to left at the same speed, I used a metronome to maintain consistency. In Unity, I set up a system that played these recorded clips based on player inputs and implemented an interaction system triggered by specific button presses. With this prototype, I had a solid foundation to plan the entire game.
Crafting the game's theme, tone, and story took time. Since I wanted to experiment with film and games, I decided on a light and straightforward comedy. After extensive research and iterations, I finalized the script to guide the game's narrative.
To plan the shots needed for the game, I created a detailed storyboard using Adobe Photoshop. This allowed me to visualize and organize the shots required for the initial section of the game.
The game's locations were set in my own living space, including my bedroom and shared kitchen. For the final segment with puzzles and clues, I collaborated with the Film Studio at Norwich University of the Arts to build a custom set. Prior to construction, I created a blueprint and a 3D model to ensure a well-designed set that aligned with the puzzle elements.
Based on the script, storyboards, and set design, I compiled a comprehensive shot list with 48 planned shots. This list provided clear direction and made the shooting process smoother.
Shooting spanned three days. Filming at the film studio, I captured sequences in the Secret Milk Room after building the set and achieving the desired lighting. The second day involved shooting scenes in my accommodation, including dialogue sections with the actors. I allowed room for improvisation to enhance the sequences. On the third day, I captured additional shots of various locations for setup shots in the final game.
After shooting, I edited the footage in Adobe Premiere Pro. Using color grading techniques, I adjusted various parameters to enhance the visuals and added a layer of noise for a vintage feel. The audio was processed through Audacity, and I created five music tracks using FL Studio and instruments like violin, cello, and trumpet.
In Unity, I developed a modular system that allowed me to trigger events and seamlessly transition between cinematic sequences and gameplay. The game's visuals were stored within canvases, creating the desired visual experience.
Overall, the preproduction, shooting, editing, and Unity development stages shaped my game into a unique blend of film and gaming. With meticulous planning and attention to detail, I brought my vision to life in an engaging and entertaining experience.
Development Media
Designing and building my set basedd on a Blueprint made on Photoshop and 3D model based on the same.
PUZZLE PIECES
SHOOTING
EDITING
UNITY DEVELOPMENT
Solo Developed