Individual Concept Doc – Sebastian Hochman

Directions:

1. The Quiet Reckoning

  • A slow-burn, meditative version of the game.
  • Focused on atmosphere, lore, and emotional discovery.
  • Combat is rare, stylized—more like dream-rituals than real fights.
  • You solve puzzles, uncover prophecies, and help NPCs grieve.
  • Rage mode is less “badass mode,” more “this is what happens when you push too far.”
  • The ending isn’t about winning. It’s about letting go.
  • References: Outer Wilds, Journey, Spiritfarer, Over the Garden Wall

2. The Corruption-Fueled Power Fantasy (With a Catch)

  • Leaning into the magic. Let the fox go full beast mode, but at a cost.
  • The more corrupted power you absorb, the stronger you get.
  • Unlock flashy combat abilities, dashes, fire-infused tail whips.
  • Each upgrade makes the forest worse. NPCs get scared. Towns decay.
  • Eventually, you might have to choose between keeping your power or saving what’s left.
  • Fast-paced loop: fight → absorb → regret → do it again.
  • References: Hades, Majora’s Mask.

3. The Living Forest Simulator

  • A systems-driven, semi-open-world approach where your actions have ecological consequences.
  • The forest is reactive: cure a glade, and life returns. Burn through it in rage mode, and fungi take over.
  • Weather shifts. Creatures migrate. Towns change based on your choices.
  • You spend time tending the world, not just fighting in it.
  • Could include farming, light crafting, or helping villagers rebuild.
  • A narrative built around ecological repair, not just personal grief.
  • References: Breath of the Wild, Terra Nil, fairy tales.

About the author

Hi, I’m Sebastian. I’m a composer, sound designer, storyteller, and student at Stanford majoring in Music and Theater. I’ve written musicals, designed sound for plays, designed lots of puzzles and built escape rooms and narrative games—including an annual murder mystery party where the guests always regret trusting me. I’m drawn to interactive experiences that blend emotion, humor, and surprise, and I’m especially interested in how game mechanics can carry meaning (or at least make people scream in a fun way).

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