In the third week, we focused on what experience we want the players of our games to have and in what ways we can provide that experience. Check Essential Experience to see how my thought process looked like.

We were presented the Wheel of Emotions and had a task of placing our game in the most adequate place of the wheel. I wanted the players of my game to feel mainly fear, disapproval and curiosity, therefore my concept would place best in either Sadness + Disgust + Remorse part or Surprise + Sadness + Disapproval one.

Another one of our tasks was to fill in the Elemental Tetrad which would allow us to find the “driver” of the game. The “driver” is the element that contributes to game experience the most and in the case of my game I would say story complemented with aesthetics is the most important.

Since the beginning I knew I wanted to keep my game in grim, eerie atmosphere and I thought bleak colour palette combined with realism would be a good solution. I looked for some inspiration on what art style I could use (check Art Style Inspiration) and eventually settled on realism in natural colours for events that were happening now and bluish blots for events happening in the past on the game’s timeline.