A collaborative work from myself and a team of 3D Students I led, creating an abstract interactive story involving themes of abuse, substance addiction and death.
My concept was to explore an abstracted space created by the protagonists mind in their comatose state and to relive the events that lead to their inevitable end.
This concept was chosen to allow full flexibility in the way in which the medium was used, from creating moments of angst and fear for the player to make them feel the emotions of the protagonist reliving past trauma.
Through the in-game representation of static taking over the audio and visuals of the player, to the more direct representations such as the audio clips played on the shuffling tower to the FMV inspired clips between game-play sections.
"Glitches seeping through; showing fragments of a broken man."
(4 Week Project)

The Abstract Space
Design, Direction & Implementation
Myself
3D Assets
Conner Joseph, Joana Gaspar & Raymond Leung
One being that there will always be something to improve or add and that the focus should be on the elements that are already working well for you.
This project helped me learn the realities of working on a project you care about.


Another being that cutting out elements that don't work is just part of the design process,
as painful as it can be.
Reflections
A qualm with this project I still have is the quality of the content the experience provided was not consistent due to the time constraints, this contrast just negatively affects the game as it feels like a vertical & horizontal slice in one - bloated.
I let the narrative elements overtake my usual tendencies to design mechanical systems.
The inter-connectivity between a players emotional entanglement & their drive to play is a powerful tool to create an engaging piece of media.
Reflections
