Overview
This is an older work, with a few stand out parts. A Walking Simulator about isolation (pre-pandemic). It has a strong focus on the two main women and their interactions, but uses the environment to give much of the background information and information about other, missing, inhabitants.

Signals Lost
Design
Narrative
Environmental Design
Overview
An older project I would heavily consider remaking to my current standards. I think the documentation is still good, but the implementation could use some work. A Walking Simulator about isolation (pre-pandemic). It has a strong focus on the two main women and their interactions, but uses the environment to give much of the background information and information about other, missing, inhabitants.
Process
For this project I was able make a story about anything I wanted, so I chose to make a story which was very sci-fy, and set around two female characters. The most important thing in this game was that the environment would do most the talking. The first thing I did was write and flesh out the characters. Then I thought about the various different companies that would be involved in the story, then worked on the specific of the actual slice of the game I was making.

Story
The story was based on the ideas of isolation, and, if fully developed, would have featured the main character making her way through the ship, discovering tech based on current tech but more advanced, while talking to the only other survivor of the ship.
Interactions
This is an interaction chart for the game. This section shows the actions the player may take while walking through the second part of the level.


Script
This part of the script for the section of the game that was developed.
Character
The character descriptions included backstory, character diamonds, and a few images that would mean something to the character, trying to give a feel for them in seconds, without necessarily needing to read all the text.


Setting
A page showing some background of the planet the game is based on. An effort was made to make the information more approachable by making it look like something that could fit into the world of the game.
Map
This shows a map of the second level of the game, with key areas marked such as doors.


Planning
This is the projects plan for what time would be spent on what. There was a plain version of this too.