Games Design & Art Year 3
PHASE THREE
Brainstorming
Coming together to create a team of three, myself, Lewis Hill and Joshua Lyons were swift to begin our journey of game creation. We began by sharing our items of research and the interesting points we wanted to further explore, while Josh, whose chosen topic was Controversy, offered his expertise in visuals, sound and audio, and game design, which proved to be most necessary in order to bring our decisions to an agreement.
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To launch our process, we had decided that the best way to do so was to create several mindmaps about areas of dreaming we were most interested in, and list out the different ideas that come to our mind, having outlined six different design areas: audience, mechanics, art/visuals, audio, narrative and purpose/goal.
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The underlined in green ideas/goals were what we extracted to serve our best interests.
Virtual Reality/Trial and Error:
- Repeating actions to perfect choice - taken from real-life experience of trial and error, we thought we thought we wanted to incorporate this driving force as much as possible in our game in order to provide the player with fulfillment and sense of achievement
- Psychedelic - we were certain that we wanted the artistic expression of our game to resemble an "acid trip", full of incomprehensible movements and arbitrary objects
- Surround sound - while the term "futuristic" surfaced more than once in our brainstorming, we decided that what would work best for our essential experience are auditory stimuli that submerged the player fully into our world
- Offer a personal experience - this aspect might be self-explanatory for any design project, but considering the unique relationship between a person and their dreams, we thought this was necessary to point out
- Offer a new experience or a lens of perspective - natural to any artist, we focused on delivering a product that was different from anything currently on the market, or, well, visibly uniqueDivination:
- Predict future events - drawn out of the whole concept of divination, we thought it might be entertaining to play with foreshadowing and predictability, be it from the player's or game's side
- Stop bad things - this idea fed into the above-mentioned, as how dreams are therapeutically used to bring a person's attention to certain aspects of the self
- Basic shapes - we knew that we didn't want something overly complicated or too realistic, for we wouldn't have the time nor the skill to quickly create graphics and animations that would compete with AAA games
- Low-poly - this aspect derived from the basic outline we wanted to follow, clear enough to define the world but not too detailed in order to resemble the confusing nature of dreams
- Images of religious events - taken from the various Biblical events of whispering angels and revealing demons, we were inspired by what dreams were considered as in the past and how they were employed as truthful and real messages of higher powers
- Use dreams as a clue to the events that will occur, you then have to stop those events from happening in real life - drawn out of Carl Jung's and Sigmund Freud's interpretation of dreams and further connection to real life aspects, we considered employing this aspect as a game mechanic/storylineDream Interpretation:
- 2-player Dream Doctor game - this idea was inspired by the nature of therapists and psychologists, and the usage of dreams as clues to one's psyche
- People come to you with your dreams, you need to help them - doctor monitors dreams visually through a screen, connected to the patient. The dream appears blurred and unfocused at first, but will gradually clear as the doctor starts to analyse its aspectsControl:
- Control-heavy mechanics (i.e vibration) - we knew we wanted to interpret the different dream aspects such as paralysis, lucid dreaming, shifting environment, nightmares, blurred imagery into our game, and the best way to do that was through direct player interactions (inspired by Dr James's first workshop)
- "Snake" on LSD - incorporate random rules - with the unique topic at hand, it was only appropriate for us to milk as much of it as possible, and play with both our and the player's imagination
- The player is limited in what they can do - akin to how you always run in one spot, or how you lose balance in dreams, we thought it would be entertaining to force the player into uncomfortable and unexplained situations
- Focused/Unfocused mechanic - this mechanic was inspired by the inability to focus on certain shapes in your dream, i.e a text will appear differently each time you look at it. Its basis evolves around the player being required to inspect a certain object more than once, or revealing objects by focusing on the greater picture in order to uncover more detail
- Mazes - like the perplexed nature of dreams, mazes seemed like a suitable puzzle to have included in our game ideas
- Minimalist - like mentioned above, we wanted to keep the visuals to the minimum in order to best transcribe the concept of incomprehensible dreamsSaving progress/Dream Journal:
- The only way to save is by completing a certain actions, i.e writing your dream in the dream journal - this was inspired by the human inability to remember one's dreams unless they have been very provocative or written down in a journal
- Repeat a level in order to notice new clues that were previously hidden - this mechanic was considered in order to allow greater replayability, feeding into the previously mentioned focused/unfocused mechanic
- Bring the player's attention to mechanics/clues they wouldn't normally think of/remember to do - taken from the aspect of lucid dreaming, we wanted to play with the idea of having areas of the game, be it mechanics or visual cues, that are not explicitly showcased and presented to the player, but are still there to offer a boon to the gameplay
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Listing down these conclusions, we've rounded the general aspect of our game that we both wanted and were pushed towards - Lucid Dreaming. The general idea of a lucid dream is that you are capable to do whatever you wish within the confines of your imagination, which is practically the driving force of video games and interactive media - submerge the player into a magical world that allows for actions that would otherwise be impossible. It allowed us room for artistic expression and the necessary foundation to base our mechanics of, because while it was very broad, it could still be limited provided the incomprehensible nature of dreams.

DREAM DOCTOR
Game Idea 1
Our first idea surrounded the concept of a two-player game, where one played as dream doctor and another as the patient. The role of the doctor was to analyse the patient's dream in order to find out and reveal the underlying meaning/message behind them, while the player was to try and defend their personal information. We weren't sure yet what kind of a game it'd be, juggling around both digital and physical concepts in order to determine the best version for the game. We had planned it to be something akin to Diffuse the Bomb, but instead of working together, the two players would be pitted against each other.
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Listing out different mechanics and aspects of the game, we employed an iteration approach to move onward by theorycrafting what would work and what would not. Placing our ideas on sticky notes and surrounding the game title, we discussed and created a total of six iterations, as we drew out the good and bad ideas before moving forward. We found ourselves spending too much time on this single game. Needless to say, we were completely devoured by the concept and the ways to improve it, prodding us to neglect the other ideas and leave them towards the final week before our presentation.
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Nevertheless, I believe this concept was a fun and innovative approach towards cooperation and puzzle-based games, and will most certainly be reviewed once again in the future.​

Iteration 1
Positives:
- The competitive element
- Using a library of QR codes/symbols
- The element of dream interpretationNegatives:
- What does the patient do? Could get boring
- The idea of the grid and revealing squares is boring
- Needs to be more competitive and rewarding

Iteration 2
Overall:
- Trying to constrain the game to 2-players wasn't getting us anywhere, so we decided to make it single-player
- Coming to a standstill, we decided to take a step back and focus on the elements that excited us the most. Pointing out that the main subject behind this game idea was dream interpretation, we decided to centre our attention on thatPositives:
- Having dream interpretation heavily incorporated into game mechanics
- Players are encouraged to experiment and test potential solutions with no consequencesNegatives:
- How to make the gameplay more varied and replayable?
- Needs to be more immersive, fun and compelling

Iteration 3
Solutions to previous problems:
- We added more stages to the game, after the first stage of identifying the patient's fear/issue. Once that is done, you must beat each fear/issue individually in the form of mini-games, which would, in turn, correspond to the issue (i.e fear of spiders or being murdered will include a mini-game of running away from the issue). The structure of the mini-game would portray the fear/issue as much stronger than the player, as the latter's aim is to tackle their fears and make them smaller in order to finally defeat them
- Mini-game idea - running away from the subject of the dream (any issue you can be chased by). Currently, a Temple Run-like running game where you are chased by your fear.Positives:
- Made the game more replayable, varied and compelling by adding more stages
- Because the player is actively trying to help out their patient, they are move invested to continue playing
- Tailored to specific patients with stories of their own, making the experience more personalNegatives:
- Too much like a mini-game collection, rather than a cohesive game of its own
- Dream fears/issues are too specific in order to be categorised into mini-games, which would lead to a large bulk of work
- Mini-game construction doesn't fit with the mechanics of the first stage, meaning that they need to be more cohesive

Iteration 4
Solutions to previous problems:
- We created four stages, each with unique but cohesive mechanics. In the first stage, you communicate with the conscious patient about their dream in order to find symbols from the previous versions. In the second stage, you piece these symbols into a common meaning. In the third stage, you use these meanings to fill in the blanks and identify the problem. In the fourth stage, you help the patient overcome their fear/issue.
- We decided to have a number of different patients the player could choose from. That way, we'd have a set list of issues rather than having a lot of mini-games.Positives:
- The ability to move in between the first three stages makes the game more cohesive, structured and challenging
- Making the game more visual with the scenes shown on screen
- Varying difficulty depending on the patient you chooseNegatives:
- Stages need fleshing out, especially Stage 4
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Prototype v.1 (Stage 1)
Overview:
- Asking the patient questions about their dream, you start finding an array of symbols. The doctor (player) has a screen connected to the patient (NPC) which allows the former to see the content of the latter's imagination/dream.
- This mechanic was tested through a paper fortune teller, one for each area of an example level: house, backyard, tree and post.
- The name of the area of inspection is written on the outside, followed by the first interior zone that depicts the different objects that the player may focus on.
- Once you choose a specific object (i.e sofa, chair, cupboard), you will be able to notice particular symbols, the interpretations of which you can then check with your dream bookStep 1:
Choose the part of environment that you wish to focus on. Doing so reveals more environmental cluesStep 2:
From these new objects, you can investigate further to see what they have inside or what they consist ofStep 3:
Now that you have a list of objects from asking the patient general questions about their dream, you can start to analyse their meanings and move on to Stage 2 where you piece together the common issueConclusion:
After prototyping, we realised that this stage might be too simple and easy. We want the player to constantly move in between stages, therefore we had to think of another way to implement that through mechanics

Iteration 5
Stage 1:
- The player can only pick up 3 symbols at a time to plug into Stage 2. This ensures they have to come back
- After consideration, we removed that feature as the player likely won't find everything straight away anywayStage 2:
- More use of dream book in order to bring up the dream interpretations and meanings - will most likely be brought up from the UI/menuStage 3:
- If you piece the story together wrong, the scene played will be rejected, and you'll have to start overStage 4:
- The dream book is updated every level with new dream interpretations once you find/use them. This allows keeping track of progression and potential for added difficulty
- You have 3 attempts in total in order to get the solution correct, or you won't be able to help the patient and, therefore, complete the level

Iteration 6
Positives:
- The stages of the game proved to be an entertaining asset and offered a variety of actions
- Being able to move in between the stages allowed for a more cohesive gameplay
- We added a flowchart in order to showcase the different areas of the example level and the objects connected with it
- We distributed the objects to those that have meaning, and those that do not
- The object meaning is now defined into several difficulty levels in order to prod the player to move in between the stages and go back to the initial dream contentsNegatives:
- When do we stop iterating and create the product?
- Why do we only have 1 week left until submission?
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Prototype v.2 (Stage 1&2)
Overview:
Following the results of our previous prototype, we wanted to expand upon it and include Stage 2, in order to test how often the player would move in between the two stages, which we want to happen as much as possible to increased explorationStep 1:
By focusing on parts of the environment and gathering objects/symbols of interest, you look up their meaning/interpretation if any in order to move to Stage 2Step 2:
Now that you've selected the symbols based on what you think is important, you can begin to line the ones with similar meanings up and start revealing the storyStep 3:
You go back to Stage 1 to see if you can find any more clues that could complement the ones already gathered in Stage 2Step 4:
Now that you've found all the symbols that share a similar interpretation, you can begin filling in the blanks of the story and piece the puzzle togetherConclusion:
Effectively showcasing the ability to move throughout the stages, we decided that this would suffice as far as a prototype goes. While some of the interactions might seem arbitrary and governed by chance, they would be clearer with the help of visuals. In-game, the choices would be based on what the objects look like, therefore, if the player is capable of spotting them on the screen or not
Final Gameplay Idea
Stage 1:
Discover symbolic clues within the confines of your patient's dreamsStage 2:
Unravel the meaning and draw the needed conclusions of your patient's stateStage 3:
Put the pieces together in order to re-enact the dream scene and reveal the underlying problemStage 4:
Use one of the symbols in your dream interpretation journal in order to change the dream events and help the patient out
WIDE AWAKE
Game Idea 2
Our second idea, which we technically thought of first, surrounded the concept of a runner game where the player is trapped in the contents of their dreams. The initial phrasing was as follows:
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"Stay asleep for as long as possible, whereas there are lights that awaken you if you pass through them."
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It was inspired by Lewis's visit to Other Spaces exhibition in London, where a number of swaying lights shun through a dark space, and the guests moved along as if they've been spotted by a police helicopter.
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What appealed to us most with this concept was the possibility to include a variety of direct mechanics and submerge the player into a fast-paced and entertaining environment.
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While we didn't managed to initially focus on it so much, since the Dream Doctor took the bulk of our time, it still remained the freshest and most captivating idea which was further chosen by both our peers and us to move on with to Phase 4.

Ideation 1
Overview:
You're in a dream and have to remain in it as much as possible, while the world around works to wake you up. Interpret the game mechanics listed below. Visually trippy and intense. 3D video game.Game Mechanics:
Maybe incorporate direct/indirect controller mechanics, which are inspired by the physical boundaries and actions of both sleeping and dreaming:
- try not to move the controller as much as possible (people's bodies are disabled during sleep in order to prevent them from hurting themselves)
- shake the controller in order to restart the game or open the game menu (people waking up from a nightmare)
- controller freeze at certain environmental cues (sleep paralysis, where the mind awakens but the body doesn't; maybe incorporate a low vibration or an ominous tune to symbolise the "sleep paralysis demon")
- hidden mechanics that are not describes in the rules/instructions which allow the player to perform seemingly arbitrary actions (inspired by lucid dreaming, where a person learns to fully control the flow and events of their dreams through personal progression - there is no definite guidebook how to do that)Additional inspirations and thoughts:
- Legend of Zelda : Breath of the World
- Virtual reality - ability to test events in a safe environment
- Total Recall (1990)
- VR for health benefits
- History of VR, how many times has it been attempted
- VR - very isolating; very different to Augmented Reality
- VR is disliked by women, tailored for men
- Polybius, Jeff Minto
- More of a game, rather than an experience. Cool and trippy, compared to relaxed
- Tetris Effect
- Life-changing VR experience, rather than just being pretty
- Minority Report
- Find stories that tackle the theme of divination
- Life is Strange
- Everybody's Gone to the Rapture
- 12 Monkeys (1995)
- The Art of No Man's Sky (YouTube)
- Star Wars Battlefield
- Get a lot of visual research in order to back-up the art/visual aspect of the brainstorming
- Asymmetrical drawings
- Amega Demo Scene
- Doesn't have to be serious
- Future Sound of London
- Tapping into the visual cortex - the perception of reality and dream is bent
- Soldiers on acid. Research around trippy visuals from taking drugs
- Karsten Well, UFOMAMMOOT
- Retrowave
- Know what you're doing
- Look into creative software to play with
- Gardenarium
- Japanese game design techniques
- Super Mario Odyssey
Ideation 2
Overview:
Feeding into the concepts of predictability, matrices and Markov chains, we thought about ways to incorporate such into our game and therefore improve on its innovative features. While the prototype where the AI would place obstacles in front of the running player was worked on the side with all the necessary calculations, we thought about incorporating something akin to an Insanity Meter from Eternal Darkness.Game Mechanic:
Insanity bar that affects controller mechanics. The higher it gets, the higher the chance to suffer debuffs. Reaching the top automatically wakes the person up.Eternal Darkness - Sanity Meter:
As the player character sees monsters or interacts with the environment, their Sanity Meter depletes. The lower the meter, the more likely a Sanity Effect will occur and the more severe it will be. Some are merely cosmetic, though most will seemingly hinder or outright harm the player. When a seemingly-harmful Sanity Effect ends, the screen flashes a bright white, after which everything returns to normal and exclaims something along the lines of: "This can't be happening!" or "This really isn't happening!" If the Sanity Meter is empty, health depletes instead. If a Sanity Effect is present, then you won't be able to escape its effects and resume regular gameplay until it plays out. Most effects occur randomly, although some are scripted to appear only in certain levels or at certain points.Sidenotes:
- Don't think of the obvious
- Force the visual
- Moodboards
- Bound
- Sayonara Wildhearts
- Vib-ribbon
- Simplify. Mindful techniques. Don't force
- Simple and not overcomplicated
- Good Sleep. Sleeping pattern problems
- Pacing
- World forming in front of you
Ideation 3
Overview:
Instead of having an Awakening Bar, make the interaction/control registered through visual and sound cues. The player might not be aware of them in the beginning, but they ought to figure it out henceforthPositives:
- Adds a more interesting layer instead of a bar the player needs to constantly be aware of
- Allows for higher interaction between the player and the game
- Aesthetically appealingExample:
As the player is about to wake up from the dream, the surroundings begin to fall apart and a particular song tunes inConclusion:
The environment constantly updates as the player progresses through the invisible awakening bar, as pieces of it begin to fall through, leaving empty black holes which the player can fall throughAdditions:
We wanted to avoid this being yet another runner game with several lanes to swap in between, therefore we applied a hemisphere approach towards the level construction. This means that the player will constantly be moving forward, capable of going as left and as of right as they want. They wouldn't, however, be able to make a full circle and return back.
Final Mechanics Ideas
Don't move the controller in order to avoid hurting yourself - the fewer actions that you make, a.k.a just run forward, the less strain you put on your awakening bar
If you shake the controller, the awakening bar increases
At certain environmental and visual cues, the controller will freeze, preventing the player from moving for a certain period of time
There are certain movements, which are hidden from the player and their achievement is unlocked by completing the level, for example, moving up+up+down allows the player to briefly soar
The awakening bar is set to monitor the player's stress levels and the reaction of the environment to it: the higher the bar, the more control the environment has over the player and their movements, spawning a larger amount of obstacles in order to wake the player up; the player is capable of escaping said obstacles either by simple movement or by the utilisation of special abilities, which they've learnt
The game ends when the player reaches the top of the awakening bar, which is increased by colliding with objects or other environmental cues
The player constantly moves forward, but they can strife left and right as much as they want; however, they cannot make a full circle and return back
The further the player progresses, the harder the track becomes
JOIN THE DOTS
Game Idea 3
Our final, and probably the most underdeveloped idea, is Join the Dots - an interactive mobile game suitable for anyone with a pinch of imagination.
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It was inspired by the human ability to see underlying images within seemingly ordinary objects - shifting clouds, broken trees, car exteriors, randomly allocated objects.
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Serving as a DIY painting tool and a social competition game, it was meant to be enjoyed within one's leisure time or the road. Through the help of an interactive AI that allocates a number of dots which may or may not create images of their own when connected, the player was to connect the different pointers into an image they might've seen in said object.
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The premise of the game followed a simple yet enjoyable path:
The player takes a picture of anything they want
The magnificent AI script/algorithm finds depictions of different objects on the picture
The depictions are then dotted out in a vague representation of the pictures
The person begins connecting the dots in order to draw an object they are seeing
They complete the level if they manage to draw a certain amount of objects

Prototyping
The prototype we created aimed to test out the main mechanic of the game and that is precisely the allocation of dots onto an obscure image and the further connection of said dots by the player. Since we didn't have a magical AI to do it for it, we had to dot the picture ourselves while the picture was then painted by our helpful testers. To do so, we applied multiple layers of tracing paper on top of a picture, dotted out the different shapes we saw ourselves while keeping them as vague as possible and then handed them out to our testers.
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While it didn't turn out to be exactly what had been planned initially in the dotting process, it still proved the mechanic successful and useful. However, perhaps due to the pressing deadlines or the overall mood at the time, the users didn't seem to particularly enjoy the process. Hopefully, with a different target audience, this idea would prove successful.
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PHASE CONCLUSION
Wrapping It Up
Despite not showcasing as much work as I'd like to, this phase proved to be a valuable experience. For the duration of 3 weeks, we went through a plethora of different game ideas following the research we've been doing for the previous two phases. It was nice to utilise freshly learnt skills from the workshops and directly apply them to the game creation process, allowing us to apply as much time as we had in our curriculum.
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This has taught us to work faster and be more productive, as well as not linger onto a single idea for too long if it doesn't work out. As much as I wanted to develop the Dream Doctor game considering how much time we had sacrificed for it, I now realise that the direction we had taken with Wide Awake was the better choice. While not completely studied in the span of this phase, it proved to be the most entertaining pick out of all according to the presentation we provided to conclude this time period.