Game Design Pillars
Step 1: Define the Game’s intention
I want players to feel isolated and misunderstood by experiencing the game world as a shadow without a physical body, unable to be truly recognised by others.
Step 2: Identify the Essential Experience
The essential experience is a journey from invisibility to self-discovery.
The player will encounter this feeling by playing as a shadow, struggling to interact with the world. Then gradually find a way to express itself by using the light and environment.
The colour scheme will feature cool, grey-toned hues, accompanied by slow, ethereal music.
Step 3: Ask “Why”?
Why I want players to feel isolated → Most people have experienced this feeling → To make players realise they are not truly alone → To give players hope to explore and express themselves →
Through this game, I wish for players to experience that loneliness is not terrifying; we can learn to live with it and grow a resilient self.
Step 4: Design pillar draft
1. Explore the world by switching between 2D and 3D to solve puzzles and uncover hidden paths.

2. Express progression visually, from shadow to gradually having a physical state, not levelling up.

3. Tell the story through mechanics and environment — no dialogue, no text, only interaction, light, and motion conveying meaning.

Step 5: Check the balance
Mechanics***
Aesthetics**
Narrative*

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