Looking back at the development of Under the Surface, I feel the project has grown significantly since I started. One of the main things I wanted to improve was showing a clearer design process, rather than only presenting a final idea. Throughout the referral, I gradually used research, experimentation, concept development, prototyping, and feedback to shape the game’s direction.
What Worked Well
I feel that one of the strongest parts of the project was simplifying the concept and focusing on one clear interaction. Instead of creating a complicated restoration simulator, I developed the gameplay around the satisfaction of examining, restoring and gradually revealing artwork. Developing the museum exhibition also gave the restoration mechanic a clearer purpose. Each completed painting contributes towards the exhibition, allowing the player to see their progress as the museum gradually fills visually. The underlying mystery also gives the player another reason to continue restoring the collection beyond simply completing each artwork. I also feel that the 2D painterly-realistic visual direction suited the project because it allowed the artwork to remain at the centre of both gameplay and the game’s overall identity.
Challenges & Improvements
One of my main challenges was ensuring that a simple restoration mechanic remained interesting throughout a longer experience. While developing the concept, I realised that variety did not necessarily require adding complicated mechanics. Instead, the different paintings, visual transformations and discoveries could provide variety while keeping the interaction accessible. I also realised that some of my ideas were initially too broad. Simplifying the scope helped me focus on the strongest parts of the concept and create something that felt more achievable while still leaving opportunities for further development.
What I Learned
This project helped me understand the importance of documenting the development process and showing why I make particular design decisions. My primary and contextual research helped me explore different directions before committing to a concept, while my practical experimentation allowed me to explore these ideas visually. Developing and testing a prototype also encouraged me to consider the experience from another player’s perspective rather than relying entirely on my own assumptions. One of the biggest lessons I will take forward is the importance of researching, experimenting and testing ideas earlier, allowing what I learn from these stages to influence the final design.
If I Had More Time
During the referral period, I experienced a stomach infection which affected the time and consistency I was able to give to parts of the project. Despite this, I continued working on the referral and focused on developing the most important areas of the concept within the time available. If I had been able to work consistently throughout the full referral period, I believe I could have developed the project to a much higher level. I would have spent more time expanding my research, producing further visual experiments, and developing my physical prototype into a playable digital prototype.
I would also have created a wider variety of original paintings, further developed the museum environment and character, and conducted additional playtests with different players. This would have allowed me to test whether the restoration interaction remained satisfying across a longer experience and make further improvements based on player feedback. Given more development time, I would also continue exploring the mystery connecting the paintings and develop the narrative beyond the current cliffhanger. There are several areas I would like to take further, but I feel the work I completed has given me a clear foundation for how the project could continue developing.
Final Reflection
Overall, this referral allowed me to reconsider how I approach the design process. Although my circumstances during the referral period affected the amount of development I was able to complete, I used the time available to create a clearer journey from research and experimentation through to concept development, prototyping, feedback and the final game proposal. I feel that I now have a better understanding of the importance of showing the development behind an idea rather than focusing only on the outcome. If I continued developing Under the Surface, I would research more deeply, prototype earlier and continue testing and improving the game through player feedback and iteration.
Although I would have liked more time to develop the project further, I am happy that I was able to establish a much clearer direction for the game and, more importantly, improve my understanding of my own creative and design process.
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