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Character Design Alyssa, D’Andre, Stephanie, Visal
Background/Scenario > Primitive village
> Ry, our main character, is focused around having Alzheimer’s, developed throughout the gameplay as you relive her experiences
> She’s rebellious in nature. He inattentiveness leads the villagers to be concerned for her safety
Costume > We wanted a light flowing looking material.
> Clothes to cover up major features that identify gender identity.
>Therefore making character androgynous in appearance since we didn’t want gender or race to be a focus
>There is a colorful paint where there is skin visible
Environmental Design >We divided the application of colors into warm and cool to make an easier, and more contrastable, game through the land and characters respectively
>The vibrant, warm colors are expected to make the area look more lively to assist interest in exploration
>While the cools of the villagers make then easier to see physically, and to add a more relaxed component in the atmosphere
Abilities > Although this character doesn’t use special powers, we come to use mental illness as one of her defining characteristics
> We explore the traits of this disability through the encounters Ry has during her daily and past activities
> On a larger scale, we looked at using illnesses to subtly identify all the different characters in the village
Context (historical period, location, position in society) > Historical period is irrelevant
> This society takes place in an alternative, almost alien world
> The location is also irrelevant for it is mostly imaginary world
> The landscape is the more of a high altitude setting which opens concern for more frequent accidents
Dynamics of Game Mechanics > More narrative driven, the story will guide you through an understanding of “elderly” perspective and a common world health disparity
> Active engagement is required to piece together subtle to direct hints to the tragedy
> Potentially, we’re looking at the possibility of “memory lapsing,” where the player or scene is randomly changed to indicate an unknown, forgotten passage of time