This is the collection of mindmaps and documents that I have gathered throught the weeks I have been working on my project. First off, we start with the first ever mindmap which established the title and the core questions I wanted to ask in the game. It highligthed one of the pillars of my design – meanigful choices and how I can use the feeling of loss and melancholy in them.
In the second mindmap I start off with User Stories that help me communicate another core idea behind my project. I was focusing mostly on the feeling of loss and how I can make the conflict be about survival. I wantedt to make sure that there are no “good” or more “right” choices in the game. The goal will be determined by the player themselves and will serve as a conflict element for the characters the player coexists with. Everybody has an idea on how to survive but you can persue only one of them.
Later in the game, there will be choice bewteen Adapt – learning the ways of the new world, flora and fauna around us and trying to find a new place for humans in it, Purge – destroying everything that does not corespond to the way the world worked before and biding our time to recreate the society later on or Escape – to build a rocket and escape the world with the survivors, betting on the outer space possibilities.
In the end I have gathered my major and minor pillars that I have hope to design the game around. They all converge on portraying a human experience of survival and relationships and how they change and evolve througout a crisis.
This piece of work portrays the Otherworld, the wolrd in which the events of the game take place. The world itself will not be important visually but it really works if we can imagine it while making the narrative, because it should be shaped by a distinct world it happens in.
Here we have a mock up of the game screen. I have came up very quickly with it, trying to position everything I thought that needed to be visually represented on a single piece of paper. I went back to it and redo some of the elements ending up with a very concise idea.