Blindspot began as the idea I had for a game while taking a course on computer graphics at RIT.
2D games with a top-down (or “eagle-eye”) perspective often have the drawback of having to reveal all there is around the player character to the player. Unlike first-person games or third-person games where the camera follows closely behind the player character, these games tend to show a wide area that encompasses places the character would not have line-of-sight on. For Blindspot, I wanted to make a game that uses this classic style of camera but also keeps the player in the dark on their surroundings, forcing them to watch their backs as they explore.
For the demo of this concept that I made for the final project for that graphics class, I incorporated a “fog of war” method from a YouTube video and applied ray-tracing to draw a cone of vision that could be obstructed by obstacles.