A narratively driven 2D side-scroller puzzle adventure game about 2 employees, Anthony and Theo, that were sent to infiltrate a rival company, Melon Corp. However, both believe to be working alone and are unaware of the other. The player plays as each character in their respective chapters, before playing as both in the final chapter. The goal of this project was adapting a script into an interactive medium.
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7 weeks [Oct 2024 - Dec 2024]
My focus during this project was to create strong environmental storytelling through the use of map design, level design, and cutscenes. My goal was to ensure that it would immerse players into the story, communicate narrative details, and expand upon the existing world. I programmed and implemented a few of the player's interactions with the environment, created the dialogue system and cutscenes, and illustrated the environments to achieve this.
There was a focus on creating environments that reflected on the game’s lore to increase the games's immersion into the story. The area I was responsible for is described as a high-tech controlling company, which was reflected through the use of colour, props, and NPC interactions. Security cameras are generously placed throughout the building, except for the people in power. Additionally, interactable props were used as hints for the puzzles players needed to solve.
Gameplay was designed to be related to the player character’s task to communicate to the player what was happening in the narrative and indicate challenges the characters were facing. It served to show the character's different approaches to problems: Anthony's charisma and social skills versus Theo's technological and hacking skills. I programmed the following 2 puzzles to reflect this: an NPC deduction puzzle where the player has to pickpocket an NPC for a keycard, and a circuit puzzle where the player has to connect two ends of a circuit to create a distraction. Both puzzles were designed to be solved through the character's approach to problems.
I created the dialogue system to included profile pictures, variable text size, and colour to make moments more memorable and give more character to the NPCs. NPC dialogue changed depending on story progression to increase immersion and reward players for exploration. Dialogue focused on conveying the workplace atmosphere and reactions to story beats. Since Chapter 1 and Chapter 2 takes place simultaneosly, dialogue reflected changes from both sides of the story.
Through working on this project, I’ve improved my skills in Unity development and environmental art. I’ve learned more about designing meaningful interactions, environments, and narratives in video games.
I’ve learned to tell the story effectively and maintain player engagement by having gameplay intertwine with the character’s skillsets and narrative beats. By doing so, players were able to learn the story we wanted to tell without compromising engagement. Our game was well received during the class showcase
In the future, I would introduce our game’s hook earlier in the game. Currently, it starts with a cutscene to walking to cutscene which wasn’t that fun to the player. Introducing an interaction prior to going to the rival company would help deliver background information as well as increase player engagement.