Individual Team Member Deliverables – Checkpoint 1 – Sue Shen

Emotions to Evoke

  • Unease & Paranoia→ From the moment the ship is isolated, and especially as the parasite’s influence deepens.

    (e.g. Emma staring coldly, whispered arguments, hidden truths.)

  • Intimacy & Dependency (Twisted Love)→ Vic and Sarah’s interactions, Alex and Liam’s interaction, Evin and Emma’s interaction, etc.

    (e.g. Sarah chaining Vic softly in the night.)

  • Desperation & Guilt→ Liam sacrificing himself, Alex’s regret, Noah’s innocent death.

    (e.g. “Tie me up and kill me later.”)

  • Tragedy & Resignation→ Final endings, where the player must choose between monstrous love, death, or isolation.

    (e.g. Devouring Sarah or pushing her away forever.)

  • Hope (Fleeting / False)→ Repeated attempts to hold onto “things will be okay” until they finally collapse.

    (e.g. cupcakes scene, Sarah smiling with tears.)

Moodboard

Playlist

https://open.spotify.com/playlist/5LFqsN8NixgZtJaiuxnO5V?si=e6169e5b6f424d2d

Game directions

Direction 1 – 2D RPG (Pixel Art Narrative RPG)

  • Undertale, To the Moon, Angles of Death, Ao Oni, etc.

Core Style:

  • Side-scrolling pixel art exploration.
  • Strong focus on dialogue and environmental storytelling.
  • Character emotions shown through facial expressions and pose silhouettes.
  • Key moments can be enhanced via special CG illustrations.

Pros:

  • Relatively low production cost.
  • Pixel aesthetic offers charm and nostalgia.
  • Good balance between narrative and interaction.

Cons:

  • Can lack cinematic gravitas without exceptional direction.

Direction 2 – Pixel Art Adventure

  • e.x. Lion’s Song, Makoto Wakaido, etc.

Core Style:

  • Static or lightly animated portraits (blinking, breathing, subtle expressions).
  • Side view backgrounds with parallax and light particle FX.
  • Dialogue-driven progression, emphasizing human reactions and emotions.

Pros:

  • Highly emotional and intimate.
  • Focuses on facial expressions and micro-emotions (ideal for tense or tragic story beats).
  • Visually affordable yet artistically resonant.

Cons:

  • Less “gameplay” and player agency.
  • Pacing needs careful management to avoid becoming static or monotonous.

Direction 3 – Visual or Pure Text-Based Novel (Psychological Simulation)

  • E.x. A Dark Room, Lifeline, etc.

Core Style:

  • Text-driven gameplay.
  • Focus on heavy branching narrative and meaningful player choices.
  • Purely choice and dialogue based.

Pros:

  • Fastest and cheapest to develop.
  • Allows for complex narrative paths and emotional nuance.
  • Easily scalable with additional routes and endings.

Cons:

  • Very little visual “action” or spectacle.
  • Requires extremely strong writing to maintain tension and immersion.

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