Researching Game Concepts

Broken Lens Game Concept

Initially, I started working in group with Jessie and Izzy on the serial killer and paparazzi theme and I got tasked with expanding on one of the game ideas Jessie came up with. Below are presented the ideas I thought of.

Broken Lens Sketches

I drew rough sketches of how I imagined the screen to look like during the game.

When pressed, the dark blue buttons would take the player to the location that was written above them. In the step 1, presented on the right, the player would notice an event happening in the location they had gone to. They would have the option to take a picture, and then, in step 2, they would have different options of editing the picture. Those in turn, would allow the player to alter the reality in the way they want to.


Time-Based Game Concepts

Later into the project, I decided to look into time-based game concepts, and ultimately follow through with this theme as it was something I felt really excited about. I started off with loose mind maps and scribbles that gradually gained shape.

Mind Map on Mechanics relating to Time
Generating Ideas for Alleged Passenger Concept
Generating Ideas for Moral Spine, What Spine? Concept
Generating Ideas for As Petty As It Gets Concept
Generating Ideas for I Shall Not Die (Yet) Concept

Below are presented six concept outlines I ultimately came up with.


Game Concept Feedback Form

To gain insight on my game concepts from an external audience, I sent the feedback form to some of my friends. I was interested which ideas would be most popular and if there were any aspects I could potentially improve on. Below are the results of the form.

Idea 6, Unwanted, seemed to attract people the most. It is a narrative-based concept which I’m also interested in making in the future. For the final project, I wanted to create something that would be more challenging mechanically, while also offering an interesting story to the player.

That is why I chose the second popular idea, As Petty as It Gets (later rebranded to Vengeance Incarnate), because of its bigger variety in mechanics. It was also an idea that could combine together all the feedback points I’ve received in the form – mechanic expansions, picking an animal to play as, providing rich narrative, and finally a bit of collection system (collecting memories and items from the surroundings).