Industry Practice: Art and Game Concept

 



As the player boots up the game, there will be a warning displayed first as many other games do.
This is to ensure the player is aware of the possible triggers and distressing events that may effect the player if not wary.


This will be the menu screen, depicting the main character that will be focused on, Hana.
The glitchy/static effect is to give off the vibe of a digital scenery, indicating the use of possible technology within the game.
This is true as the game is set in a digital call.
The face is not entirely visible..
The sihlouette next to Hana is dark with words that can be hard to read at first until closer inspection.



Now, after getting further insight on the topic of ANXIETY, I decided it would be good if there was no faces shown first. As a person with anxiety wouldn't be entirely comfortable to show themselves, especially to someone they aren't familiar with if they can help it. The same applies to the voice, perhaps Hana is quite recluse. Therefore, the chat option is here.



Now this is more of a thought as I was unsure about it still. The main focus should be about Hana and her mental health, so the identity of the player should be anonymous. However I have made some sketches for his design as the therapist.
YOU will be behind a screen and not much identity to provide but a face with eyes that cannot be seen behind the lens of his glasses. Slightly messy hair and a plain shirt. This would be shown around the end of the game.

His appearance should only be made near the end as a method to help HANA relax. Help her feel like she can also express herself a bit as YOU have too.

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