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  • The Unseen

    Sitting simulator developed in context of my bachelor’s degree.

    Main Roles: Game Design and Development

    Background

    In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

    Goals

    In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

    Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

    Challenges

    This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

    Genre: Sitting Simulator, Serious Game
    Engine: Unity
    Tools: Photoshop, Blender, Cinema 4D, After Effects
    Team Size: 3
    Duration: Jan 2019 – April 2019
    Platform: PC
    Awards & Recognition: Winner “Best Bachelor Project” (2019)

    Role(s) and responsibilities

    Researcher

    Firstly, I conducted in-depth research on social invisibility, inequality, and discrimination. This includes understanding real stories from homeless individuals, societal perceptions, and the root causes of homelessness. I was able to interview people who have experienced homelessness to incorporate authentic stories.

    Narrative Designer

    Developing compelling, respectful, and nuanced dialogue that captures the realities of homelessness and societal attitudes, based on research insights, was important to ensure an authentic story line. The complete Interaction is designed to add layers to the player’s understanding, reflecting the diverse backgrounds and situations of affected individuals.
    Narrative design and level design were closely intertwined in this project, as the progression of the game hinged on player conversations. Each dialogue followed a branching decision tree, allowing for multiple possible outcomes. Unlike many games that over-promise on the impact of player choices, I took an unconventional approach: certain decisions will result in the inability to progress further, effectively halting the game entirely.
    This served merely as a critical element of its overall game design concept.

    Game Designer

    Ian Bogost’s Procedural Rhetoric focuses on using a game’s rules and mechanics to convey meaning. Instead of directly telling a story, the game’s systems reflect real-world dynamics, encouraging players to experience and understand complex issues through interaction. This approach lets players learn by engaging with the game’s structure, promoting critical thinking about real-world systems and issues.
    All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

    I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

    Artist

    After evaluating the time frame, it became clear that priority needs to be Game Design, so I chose a minimalist but aesthetic art style. My design of characters, the environment, and UI elements convey empathy and respect for the characters’ stories. The mood was set through a muted, realistic color scheme.

    Quality Assurance

    The game was playtested regularly in development to ensure it functions smoothly and achieves its emotional objectives. Towards the end of production, I implemented more testing and feedback from a more diverse group of testers. This gave me valuable insight, so I was able to go into a new direction in one of the main interactions.

  • The Unseen

    Sitting simulator developed in context of my bachelor’s degree.

    Main Roles: Game Design and Development

    Background

    In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

    Goals

    In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

    Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

    Challenges

    This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

    Genre: Sitting Simulator, Serious Game
    Engine: Unity
    Tools: Photoshop, Blender, Cinema 4D, After Effects
    Team Size: 3
    Duration: Jan 2019 – April 2019
    Platform: PC
    Awards & Recognition: Winner “Best Bachelor Project” (2019)

    Role(s) and responsibilities

    Researcher

    Firstly, I conducted in-depth research on social invisibility, inequality, and discrimination. This includes understanding real stories from homeless individuals, societal perceptions, and the root causes of homelessness. I was able to interview people who have experienced homelessness to incorporate authentic stories.

    Narrative Designer

    Developing compelling, respectful, and nuanced dialogue that captures the realities of homelessness and societal attitudes, based on research insights, was important to ensure an authentic story line. The complete Interaction is designed to add layers to the player’s understanding, reflecting the diverse backgrounds and situations of affected individuals.
    Narrative design and level design were closely intertwined in this project, as the progression of the game hinged on player conversations. Each dialogue followed a branching decision tree, allowing for multiple possible outcomes. Unlike many games that over-promise on the impact of player choices, I took an unconventional approach: certain decisions will result in the inability to progress further, effectively halting the game entirely.
    This served merely as a critical element of its overall game design concept.

    Game Designer

    Ian Bogost’s Procedural Rhetoric focuses on using a game’s rules and mechanics to convey meaning. Instead of directly telling a story, the game’s systems reflect real-world dynamics, encouraging players to experience and understand complex issues through interaction. This approach lets players learn by engaging with the game’s structure, promoting critical thinking about real-world systems and issues.
    All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

    I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

    Artist

    After evaluating the time frame, it became clear that priority needs to be Game Design, so I chose a minimalist but aesthetic art style. My design of characters, the environment, and UI elements convey empathy and respect for the characters’ stories. The mood was set through a muted, realistic color scheme.

    Quality Assurance

    The game was playtested regularly in development to ensure it functions smoothly and achieves its emotional objectives. Towards the end of production, I implemented more testing and feedback from a more diverse group of testers. This gave me valuable insight, so I was able to go into a new direction in one of the main interactions.

  • The Unseen

    Sitting simulator developed in context of my bachelor’s degree.

    Main Roles: Game Design and Development

    Background

    In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

    Goals

    In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

    Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

    Challenges

    This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

    Genre: Sitting Simulator, Serious Game
    Engine: Unity
    Tools: Photoshop, Blender, Cinema 4D, After Effects
    Team Size: 3
    Duration: Jan 2019 – April 2019
    Platform: PC
    Awards & Recognition: Winner “Best Bachelor Project” (2019)

    Role(s) and responsibilities

    Researcher

    Firstly, I conducted in-depth research on social invisibility, inequality, and discrimination. This includes understanding real stories from homeless individuals, societal perceptions, and the root causes of homelessness. I was able to interview people who have experienced homelessness to incorporate authentic stories.

    Narrative Designer

    Developing compelling, respectful, and nuanced dialogue that captures the realities of homelessness and societal attitudes, based on research insights, was important to ensure an authentic story line. The complete Interaction is designed to add layers to the player’s understanding, reflecting the diverse backgrounds and situations of affected individuals.
    Narrative design and level design were closely intertwined in this project, as the progression of the game hinged on player conversations. Each dialogue followed a branching decision tree, allowing for multiple possible outcomes. Unlike many games that over-promise on the impact of player choices, I took an unconventional approach: certain decisions will result in the inability to progress further, effectively halting the game entirely.
    This served merely as a critical element of its overall game design concept.

    Game Designer

    Ian Bogost’s Procedural Rhetoric focuses on using a game’s rules and mechanics to convey meaning. Instead of directly telling a story, the game’s systems reflect real-world dynamics, encouraging players to experience and understand complex issues through interaction. This approach lets players learn by engaging with the game’s structure, promoting critical thinking about real-world systems and issues.
    All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

    I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

    Artist

    After evaluating the time frame, it became clear that priority needs to be Game Design, so I chose a minimalist but aesthetic art style. My design of characters, the environment, and UI elements convey empathy and respect for the characters’ stories. The mood was set through a muted, realistic color scheme.

    Quality Assurance

    The game was playtested regularly in development to ensure it functions smoothly and achieves its emotional objectives. Towards the end of production, I implemented more testing and feedback from a more diverse group of testers. This gave me valuable insight, so I was able to go into a new direction in one of the main interactions.

  • The Unseen

    Sitting simulator developed in context of my bachelor’s degree.

    Main Roles: Game Design and Development

    Background

    In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

    Goals

    In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

    Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

    Challenges

    This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

    Genre: Sitting Simulator, Serious Game
    Engine: Unity
    Tools: Photoshop, Blender, Cinema 4D, After Effects
    Team Size: 3
    Duration: Jan 2019 – April 2019
    Platform: PC
    Awards & Recognition: Winner “Best Bachelor Project” (2019)

    Role(s) and responsibilities

    Researcher

    Firstly, I conducted in-depth research on social invisibility, inequality, and discrimination. This includes understanding real stories from homeless individuals, societal perceptions, and the root causes of homelessness. I was able to interview people who have experienced homelessness to incorporate authentic stories.

    Narrative Designer

    Developing compelling, respectful, and nuanced dialogue that captures the realities of homelessness and societal attitudes, based on research insights, was important to ensure an authentic story line. The complete Interaction is designed to add layers to the player’s understanding, reflecting the diverse backgrounds and situations of affected individuals.
    Narrative design and level design were closely intertwined in this project, as the progression of the game hinged on player conversations. Each dialogue followed a branching decision tree, allowing for multiple possible outcomes. Unlike many games that over-promise on the impact of player choices, I took an unconventional approach: certain decisions will result in the inability to progress further, effectively halting the game entirely.
    This served merely as a critical element of its overall game design concept.

    Game Designer

    Ian Bogost’s Procedural Rhetoric focuses on using a game’s rules and mechanics to convey meaning. Instead of directly telling a story, the game’s systems reflect real-world dynamics, encouraging players to experience and understand complex issues through interaction. This approach lets players learn by engaging with the game’s structure, promoting critical thinking about real-world systems and issues.
    All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

    I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

    Artist

    After evaluating the time frame, it became clear that priority needs to be Game Design, so I chose a minimalist but aesthetic art style. My design of characters, the environment, and UI elements convey empathy and respect for the characters’ stories. The mood was set through a muted, realistic color scheme.

    Quality Assurance

    The game was playtested regularly in development to ensure it functions smoothly and achieves its emotional objectives. Towards the end of production, I implemented more testing and feedback from a more diverse group of testers. This gave me valuable insight, so I was able to go into a new direction in one of the main interactions.

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Our web development starts and ends with a best-in-class experience strategy.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

Our design services starts and ends with a best-in-class experience strategy that builds brands.

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