By Luke, Ori, and Trevor
Reminiscence
Thesis
This project uses exploration to create a narrative that is discovered by the player moving throughout an open world scene. The game world would be under a process of change as the player interacts with it, allowing the player to be the centerpiece of the world. The player would mainly interact with the world through a series of puzzles, combat sequences, and platforming challenges. The story would revolve around this changing world to communicate who the player's character is and what the world means to them.
Design Principles
We chose three principles that guided our decision making during the design process
1) Hierarchy
2) Branching
3) Change
Colors/Textures
This is the color palate and the textures that helped us to tell our story
PRECEDENTS
Narrative
ShrubNaut
Texture
ERRANDS
Design Principle
Hollow Knight
Storyboard
This is a storyboard that explains our step-by-step gaming narrative
Iteration 1
This iteration shows the design decisions we made
Precedent
by: Cátia Carvalho
We chose to focus on what the world would look like, how the player moves, and the flow of the world.
Iteration 2
This iteration shows the final design decisions we made
Here we focused much more on how the actual program would work and explore how we could integrate the map into the world
Final Design
These are snapshots of the final game design and narrative!
Final Images (Full Screen)
Video Showing off!