Individual Concept Doc – Cameron Holien

MOODBOARD

PLAYLIST

 

DIRECTIONS

  • Deja Vu

A core element of the game’s theming is deja vu, and that reflects in our initial idea for the gameplay. The core game is about solving puzzles, then having to solve them again after losing something you had last time. We want to give off the feeling that losing that thing impacted the environment, so we could keep the puzzles and rooms mostly the same, but with minor changes (traces of what you lost are gone).

  • Show, Don’t Tell

With how our ideas for the game are coming together, giving the players the pieces to put together what happened in the past instead of directly telling them would keep them more engaged in the environment and the story through discovering and piecing together past events. I personally believe that the game would work best without dialogue at all, and words being used as little as possible (outside of tutorials).

  • Sound Design

A large part of the game could be the sound design, from the music to subtle audio cues and noises that might assist the player in understanding a puzzle or the story. However, the game shouldn’t be overreliant on these things, as it may be difficult for some players to notice them. The game should be fully completable without using the subtle audio elements, they should just allow you to complete it faster and get a better understanding of the world.

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