LINE ZERO
Psychological Horror: The Telephone Exchange, a First-Person 3D Experience.
A telephone operator from East Berlin, while eavesdropping on secret calls, finds herself caught in a predicament where she must oscillate between justice and empathy, duty and humanity, tying the destinies of ordinary people together through telephone conversations.

The main goal is to decide who will be reachable by phone and who will be unable to share an important secret over the line.
USP
Work — narrative: everything that happens in the game occurs through a pipe, a toggle switch, a tape recorder, and a journal. As you move through the work and between shifts, the plot advances.
Physical interaction: there is no inventory or HUD; everything presented to the player is interactive and switchable.
Rules that evolve and deceive: with each shift, the rules begin to grow, and the rule from the first shift will no longer be relevant by the fourth shift when a new rule appears that negates the previous one. The player decides for themselves whom to trust—themselves or management.
Three sources of truth: rumor, film, and the journal. Sooner or later, one of them will begin to diverge from the other two, and by domino effect, this entire house of truth will collapse into a lie.
REFERENCES


CONCEPTUAL MOCKUP
PLAY CYCLE
ROADMAP
All game screenshots are taken from another of my projects; they were inserted to convey the atmosphere of the Line Zero project and the mood within the game.




