A 2.5D puzzle-platformer created to explore ludonarrative design through mechanics as metaphor and
defamiliarization. The game was developed in Unity.
Date: 2021
Purpose: Final year Project for BSc
Subjects: Game Design, Level Design, Narrative Design, 3D, Programming
Programs: Unity, Maya, Photoshop, Visual Studio (C#)
The Game narrates a small adventure of two nameless protagonists and the progress of their relationship through meeting, separation, reunification, and growth. The puzzles include a range of platformer techniques designed to mirror the recurring characters emotional state and the nature, changes, and growth of their relationship as the game progresses.
The game was created as part of my dissertation, in fact, I used a more academic approach when it comes to the design. Which revolves around specific theories rather than a hands-on approach. Here are some examples:
"Ludonarrative narrative design seeks a blend of play and storytelling where by the mechanics of the game themselves may reinforce, and even tell, the story through play. A common approach to this is the notion of mechanics as metaphor where by the form and interaction of a gameplay mechanic becomes a metaphor within the narrative"(Tale: Defamiliarizing ludonarrative puzzles 2021).
I used mechanics as a metaphor as a way to communicate to the player certain concepts by creating interactions improving impact of certain messages to the player.
The game world follow a three act arc structure, this with aspects as spatial geography, colour scheme, fluidity of the mechanics and pacing will reflect the narrative as well as the main character emotions. The levels were designed to reflect and amplify the different emotions of game story. This can be seen in aspects as colour palette, pacing, mechanics, and the physical journey of the main character.
I designed the puzzles using blocks on a grid to keep a more systematic approach which was easily editable. The design mainly follows those principles:
In 2021, after completing my degree, I collaborated with my supervisor, Charlie Hargood, on a project for the International Conference on Interactive Digital Storytelling. Our demo paper showcased the Ludonarrative elements in Tale, expanding on my dissertation.
Our submission was accepted, allowing us to present at the conference and receive valuable feedback. This experience solidified my passion for narrative design and interactive experiences. Collaborating with Charlie Hargood was rewarding, and I'm grateful for the recognition we received. It strengthened my research skills and inspired me to continue contributing to the field of interactive digital storytelling.
In addition to publish the paper we also won as the best demo paper.
In that same year, my teachers nominated my game for consideration at TIGA UK, and I was honored to be awarded the title of Graduate of the Year: Designer.