Stages is a 3D narrative puzzle game shaped into an escape room that challenges the mind both cognitively and emotionally
Each level delves into one of the experiences within the 'stages' of grief, seen through the eyes of our protagonist, Mr. C, whose non-descript appearance allows players to place themselves into the game world to either relate their experiences with grief, or learn more about the stages a person goes through during loss. Using memories as a key theme and driver for the narrative, go through the marriage of Mr. C and his wife while he comes to terms with her illness and the inevitability of losing her.
The Creation Process
When creating this game, narrative was at the forefront of all aspects - ensuring the dynamics of the mechanics and game world suited, expanding and deepened the narrative experience.
To view all of my design work for this project, view the complete games design document below
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Narrative Design
As a part of this project, I had to create a unique narrative that would fit into the required escape room brief while still remaining connected to the mechanics and dynamics to create a coherent, enjoyable and thought provoking experience. Though this involved the creation of puzzle design with story connections and representative environments, it also meant the creation of basic narrative material, such as scripts, storyboards, character designs as well as accompanying cinematics to show this narrative within the game.
Story Creation
The story being created needed to be connected to the game puzzle mechanics - for example using stages, levels and puzzles. This is where the idea of using the experiences of the stages of grief to separate the game into levels while also allowing the addition of a unique narrative that dynamically suits the game as an experience. This included the addition of a branching narrative that would provide the player with multiple endings in a similar way to how people deal with grief differently.
To view the full story, view the design document
Character Design
With a story created, the characters needed to be designed. The playable character was chosen to be non-descript in appearance for the allowance of player self insertion into the game story for a better emotive experience. On the other hand Mrs. C was chosen to be represented as lights in the form of a person to create a distinction between her being a memory and her being a person in the present.
The creation of a script involved the creation of a poem that would be used for one of the puzzles, ensuring the puzzle clues were in the poem while it remains an appropriate rhyming poem that didn't seem forced.
Storyboards and Scripts
With the narrative for the entire game created, the narrative devices needs to be created to showcase it within the game world. One of those chosen was cinematics due to my experience using Unreal's level sequencers as well as the creation of cinematic pre-production material such as storyboards and scripts. The storyboards would present the visual for the cinematics while the script would create the structure to base the mechanics off, including shots, camera angles, transitions, dialogue, sound effects, music and environmental changes.
To view the rest of the script, use the button below.
Narrative Implementation
Once the design process was complete, I then had to create the cinematics that would be used within the games.
This included the creation of three different ending cinematics changed through the dynamic branching narrative of the game
Acceptance Option 1
Representing letting go as a way to deal with grief
Acceptance Option 2
Representing the mixture of moving on and holding onto memories to deal with grief
Acceptance Option 3
Representing the living off memories to deal with grief
Mechanics Design
Alongside the narrative, the mechanics were crucial to create the game experience - however needed to remain faithful and connected to the narrative experience. This included the creation of narrative driven puzzle designs, narrative game appropriate UI and the implementation of game flow.
Puzzle Designs
The puzzle designs needed to be created to industry standards using the appropriate flow diagrams, while their game design needed to be representative of the narrative scenes they will be used within. For example, the Denial stage puzzles are all basic every-day activities, representing the continuing with life while living in denial that something is wrong.
Due to the branching narrative, the final levels puzzles had to have multiple ways to solve them.
To view all the puzzle designs and descriptions, view the game design document through the button below
Mechanic Prototypes
Object outlines to show when objects are interactable.
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Different outlines for different interaction types so puzzle flow is better understood.
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Small non-intrusive pop-up menu with interaction options and object name.
Simple expandable inventory
Object expansion for clues and object inspection
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Complex puzzle designs
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Puzzle that uses the poem created during the design section - using the words within the poem to correct colour in objects
Mechanics Implementation
Game Playthrough
Environmental Design
The environment that the game would take place in also needed to be designed to suit the narrative, as well as the mechanics, while also remaining unique and effectively built. This included the creation of level design diagrams for the layout, as well as lighting and weather diagrams to show connections to narrative.
Each level shared a similar layout, with much of the structure remaining the same, while new objects were introduced for each of the levels to be used for the puzzles
The lighting and weather effects for each of the levels were designed to enhance the narrative elements - for example, red was chosen for the anger level due to the connotations the colour red has to anger. This was similar with the weather effects, using thunder in the anger level.
Environmental Implementation
However, the level also needed to be traversable, as well as contain objects that could be manipulated for the puzzle mechanics, such as drawers and cupboards that can open.
The level was built to look like a 1930's living room kitchenette, using image references to ensure appropriateness of model design.
For more detail on the specific models within the scene, find the environmental project that these models were created for with the button below