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Minotaur

Diploma - Narrative Design Course

A narrative adventure project linking story and level design, with a dark atmosphere supporting the tale of hubris and betrayal.

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Solo Project

Tools: Maya, Unity, Audacity, Krita

Tasks: Asset Design, 3D Modelling, UVing, Texturing, 2D Art Sketching/Colouring, Level Layouts/Design, Greyboxing, Level Building, Lighting, Narrative Design, Character Bios, Sound Design, Visual Effects, Programming, Testing

This project, produced for narrative design, was crafted to emphasise the story and tone. Pre-production included exercises making character/item profiles, exploring aspects of the world not directly featured in the story itself, as a reference for creating a more consistent character/narrative development.

Core Design

  1. Set the scope

  2. Concept within limits

  3. Weave narrative into mechanics

In any solo project I must design around my own limitations, concepting a workable game idea with minimal mechanics and a tight scope, while still creating intentional style. Programming is my weakest skill, and as it is foundational to game development, I always make sure to design systems I already have a plan on how to accomplish.

The only real mechanic of the game is placing and picking up reflective pearls as a way of mapping one's progress through the maze. This bread crumb method of setting a trail was chosen as more convenient system than the ball of string in the original myth. I established this system in the narrative, working off of the character bios to set up the tale of downfall from greed and hubris.

Art Direction

  1. Define possibilities within scope

  2. Match style to narrative

The choice of static images for the exposition was also a practical one, lacking the time or more advanced skill for animated cutscenes. This way I had more freedom of style and expression, didn't waste player time in game for context, and was simple to execute mechanically. I traced from reference images to get the poses, keeping backgrounds to a minimum. The aesthetic I was going for was establishing a storybook fable-like quality, as a clear alternative myth, while borrowing some of the expressive poses from classical Greek art.

Several artistic details were changed in development. Originally the maze was to be set in a mountain, but the greybox stand-in dwarfed the door taking away from the intended grandeur. So, I changed it to a temple and added in the parameter wall, all serving as an ominous build up to the idea of the monster, with the large imposing structure and confinement and isolation.

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