A Storm:
Immersive Video Game
How I built it
There is a reason why narrative-driven emotional games can thrive in a fast-paced society. Here players can experience life differently or gain empathy through play, and "experiencing emotions" is a tempting condition for players as they can evoke emotional responses, get catharsis, and gain immersive experiences. "A Storm" explores simple narratives of the peace of being in a game, and seeks to expand and even push the boundaries of gaming as a medium for self-reflection and emotional engagement.
Narratives are becoming an increasingly important part of the game industry, even more so than game mechanics, scene rendering, and other areas players used to value. Because a good narrative and gameplay can give players a sense of purpose, everything they do in a game is imbued with meaning and motivation. This greatly increases player engagement and leaves seeds within them. So, I chose this project as a game because it can be the most powerful tool for me to express the complex themes of exploring memory, identity, and emotional connection. For example, the game Life is Strange explores themes of friendship, loss, and time travel in a way that encourages players to reflect on their own experiences and decisions. Likewise, A Storm will be approached from an interdisciplinary perspective of psychology, narrative theory, and game studies, aiming to contribute to the themes of my research through all the factors that the player feels in the game.
As society grapples with the challenges of modern life, the importance of self-reflection and understanding one's emotions is becoming increasingly evident. 'A Storm' is not just a game; it's a platform for personal growth and mental health awareness. By exploring themes such as memory, identity, and emotional connection, 'A Storm' aims to contribute to the ongoing conversation around these issues, particularly among young people.
Overall, A Storm starts with a story of the creator's personal experience and uses exaggerated imagery to tell a dream-like story that aims to open up a dialog between society and mental health. The innovative blend of storytelling and immersive design on a narrative-driven game platform seeks to provide players with a distinctive and emotionally resonant gaming experience.
Background
Concept
"A Storm" is a narrative-driven immersive video game that transports the player into the protagonist's vivid memories, interspersed between her childhood and her teenage experiences. Players will embark on a journey of self-discovery through key moments in the protagonist's life, each with a different level. Throughout the game, these levels and clues are designed to evoke a variety of emotions in the player, which may include confusion, fear, happiness, loneliness, and peace.
The game has a central theme of mushrooms, symbolizing the anchor that connects the protagonist to her family and her past. The game's narrative is intricately woven with themes of memory, identity, and emotional connection, inviting players to explore the complex interplay between these elements.
Design Progress
Level 1 - Room Design
Key Elements
This game was shown at DESIGN + TECHNOLOGY
BFA / MFA THESIS SHOW 2024
Game Plot Iteration
A Journey Through Time and Space
Game Environment Design
Level 2 - Forest Maze Design
Level 3 - Forest Design
Level 4 - Power Off Room Design