Interactive Telecommunications Program Thesis Project
I aimed to develop a 90s-inspired point-and-click horror game with a rich narrative, blending animation, game design, and interaction design elements for my thesis project.
My game's inspiration draws from beloved 90s titles like "Putt-Putt Goes to the Zoo" and "Cosmology of Kyoto," blending their charm with a horror twist for a unique gameplay experience.
I began the process by ideating potential assets and environments to construct the game's foundation. Some of these assets were then animated in After Effects, bringing my initial concepts to life.
To enhance user interactions, I experimented with various aspects of the game's interface in Figma, including the menu UI, cursor states, and inventory system visuals. This iterative process was crucial in refining the overall user experience.
To enhance user experience, I conducted thorough user testing of the user interface and environment settings, focusing on light and environmental elements.
Given that my game takes place underwater, I had to account for low lighting and a blue filter created through post-processing. This necessitated careful asset management.
Based on user feedback, I experimented with and modified multiple assets throughout the project to ensure a cohesive and immersive underwater experience.
I focused on testing the critical mouse interactions within my game, particularly with items and the inventory system.
Key elements for the menu include the item title, description, and image. To ensure optimal visibility and user experience, I transitioned from a light UI system to a generally dark one, driven by user feedback and accessibility considerations.
This change significantly improved interaction clarity and accessibility for players.
I aimed to create a gameplay experience that encourages exploration, discovery, and engagement, while also providing players with a clear and intuitive interface for interacting with the game world.
A core mechanic of the game is its click-and-point interface, which leverages familiar mouse interactions to navigate the game world and interact with objects.
Key Interactions:
> Opening the Bag: Players can open their bag by clicking or pressing the spacebar.
> Item Inspection: Hovering over an item reveals its description, aiding players in understanding the item's purpose.
> Item Interaction: Clicking on an item allows players to hold it, apply it, or trigger specific interactions within the game world.
I designed promotional posters for my game and strategically placed them in various locations for people to discover.
These posters were hidden throughout the 370 Jay Street building in Brooklyn, encouraging people to scan them and engage with the game.
I created a game trailer with the intention to parody 90s game trailers, drawing inspiration from classics like Freddi Fish and Pajama Sam. This approach added a nostalgic and humorous element to the promotion of my game.