Ideation

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Ideas I had & Why I decided on this current idea.

Originally I wanted players to feel the anxiety, dread & fear of confrontation. I thought having the player understand the negative implications of inaction was most important.

I realised having players confront themselves internally was much more meaningful & impactful than to have them go through the trauma of confrontation with others. I realised I was just projecting after my at the time recent experiences with a loved one of mine.

The original game pillars i had were as such

Previously i wanted voice acting and an inflexible, fixed narritive. I realised through research that video game have and should utilise their advantage of being interactive experiences more readily able to immerse the ‘audience’ into its narritive compared to other media. Having all my characters have vaguely conflicted issues which Players can project onto takes advantage of the medium of video games and ensures it is not just a worse version of a TV show or movie.

My game pillars have since evolved into this.

Variations of Gameplay

In retrospect, I hadn’t done enough variations in gameplay.

Essential Experience

I generated it after researching & experiencing Artistic, Metaphoric & Expressive games such as Gris & Journey. I also took inspiration from the short yet impactful experiences of game poems. All of these have the common trend of possessing no exposition or direct dialogue/monologues etc.

Mockups

-Characters-

Character design Jess drew for me, I really liked the hair’s unique silhouette
Idea to have avatar get more rounded as they go through chatracter developement in-game.
SIde Characters designed around Shape Theory
SIde Characters designed around Shape Theory
Front & Side Reference used for 3D Modelling in Blender
Varient design of Protagonist, who in the Domain of Anger, has been twisted & warped by the emotion.
Variations of Title Art & Name

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