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D32

An interactive visual novel based in a post-apocalyptic world

OVERVIEW

GOAL Create an interactive story/game with multiple endings

 

TASKS Ideation, sketching, script writing, backfround illustration
 

TOOLS PaintTool SAI, Photoshop

 

Team Danielle Ragas, Wan-teen Yang, Jarielle Lim

 

TIME Fall 2015 (2 weeks)

OVERVIEW
DETAILS

D32 is an multiple ending interactive visual novel. In this game, player takes on the role of a dispatcher whose role is to guide Jen and her son, Nate, to safety. Throughout the experience, player will have to make critical decisions that can mean life or death. The game features 6 death ends and 3 final endings.

 

My role in this project was geared towards concept ideations, sketching, UI development, background illustrations for the cutscenes, writing, and editing the script.

DEVELOPMENT
CONCEPT DEVELOPMENT

Our initial concept was an intereactive story book retelling of Rapunzel, where the story can follow the traditional story line or a more contemporary retelling of a tough female lead or a lazier counterpart. In this first iteration we each took a path of the story to work on, but trying to weave all the parts together proved to be extremely time consuming.

In our second concept iteration, we decided on a simpler method of telling a multiple-ending interactive narrative, that is: by making it survival based.

PLAN
PLANNING & SCRIPTING

We started by sketching out the major plot points together on a white board and on Skype. After that, We began on collaborating on the script in Google Doc where each of us were assigned parts of the story to write. In my case, I also edited parts of the script in collaboration with the main animator on our team.

Once the script was set, I planned out the graphic cutscenes with the second illustrator on the team to achieve a more cohesive style. We had roughly 30+ graphics planned where I would be responsible for those that are background centered.

ILLUSTRATION
ILLUSTRATIONS

I was mainly responsible for the backgrounds, and in some cut scenes, the second illustrator would overlay the characters she drew on to the backgrounds I rendered. This way, while our personal style may be significantly different, we were still able to achieve a cohesive visual throughout the game.

 

Visuals presented below are in chronological order from the earliest to the latest.

REFLECTION
FINAL THOUGHTS

While we are able to complete the game on a tight schedule and are able to achieve our goal, there are still some implementations that I would like to add.

 

To start off, adding more sound would elevate the experience tremendously, as we only have minimal beeping sound when text appears on the console. Additionally, I would like to switch the platform from Java Eclipse to Unity to make it more accessible for the public to play. In the near future of completing upper level mobile development courses, I'm also looking forward to testing it out on a mobile platform.

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