Playthrough

In Oddinary you are in your apartment, sitting alone on the couch, when unexplainable things start happening around you - a strange presence, mold growing within seconds, blood everywhere. Terrified, you don't dare to move. Your apartment is haunted by three entities, corrupting your space. From newspaper articles you deduct that a toothfairy, a stalker and an evil food corporation's mascot are running rampant. You now have to pick one of the articles, which is going to determine this runs focus entity.
Camera and weaponized remote in hand, you are now planning to capture the weird changes in your apartment. Using your cameras zoom and heatmap, you can find some of the less visible traces and defend yourself by using your flash or shooting at them.
Now you can pin your aquired item of proof to the fitting area on the board, either match it to the focus entity or one of the others. After you are done, your search continues for the next sign of corruption.
With every time a new trace appears, they grow more and more extreme until they might result in the creatures themselves making an appearance. Give it your all and you might just be able to fend them off.
Development
Oddinary set a high focus on atmosphere, creating tension and balancing an act of being scared and also curious to seek all traces. As this was the first 3D Game we made in the team, we wanted to set a constraint for ourselves - no movement, just turning around and crawling under the couch.
The main idea was to have different perspectives and make the player see, just with the press of an button, something they might be very scared of.
For myself, I focussed a lot on the overall direction of the game in terms of feeling and atmosphere. The slight shaking of the noisy handcamera, the feeling of sitting in the middle of this terrifying room with just some toys in your hands.
The soundscape was of course one of the most important pieces in this kind of game. Since the movement is very static, I tried to create a tense atmosphere with every device, object or trace in the room creating sounds at different times in the game. The sound design is unexpected, scary but also very playful.
My roles:
Programming & Engine, Sound Design, 3D Modelling & Texturing,
System Design, Graphic & Layout, VFX, Concept Design, Environment Design
Programming & Engine, Sound Design, 3D Modelling & Texturing,
System Design, Graphic & Layout, VFX, Concept Design, Environment Design
Team:
Mahlet Endrias, Charlie Elfers, Alessa Benditte, Lukas Heinen (MaChAlLu)
Mahlet Endrias, Charlie Elfers, Alessa Benditte, Lukas Heinen (MaChAlLu)





Screenshots

Proof flying to pinboard

Aiming with the remote

Entity Focus selection

Looking back

The stalker is close

Under the couch


Bathroom


Pinboard

Proof orb flying to pinboard




Production
Team MaChAlLu
Ideation
Ideation
Management

Programming
Engine
Sound Design
Sound Design
Unity Implementierung

Ideation
Ausstellung von Oddinary

Interim 2025

Interim 2025

Playtests
