Visualisation
To define the visual direction, I created distinct characters and game environment moodboards which allows me to shape and organise the overall look and feel of my game setting.
Character Moodboard
Environment Moodboard
Game Insporation
After trying a game my friend was obsessed with, I realised how much free exploration adds to game immersion. The ability to roam freely between stages made the game feel alive and more interactive. This inspired me to break the rigid structure of Bird Corp, giving players the freedom to explore the office environment freely by themselves.
Having played this game before, I really enjoyed the rich narrative structure of the gameplay. The way players has the freedom to investigate objects and converse with NPCs, transformed the story from a linear path into a world of discovery. I aim to implement this mechanic into Bird Corp, using optional interactions to deepen the player's understanding of the storyline.
A consultation with Professor Conor McKeown truly inspired me to deepen the game's narrative ambition. Instead of a linear path, he challenged me to create a rich, rewarding story which unlocks a deeper narrative context. Additonally, after the conversation, I decided to adopt a 'failing forward' approach, where poor performance does not trigger a fail state. Instead, my game should provides hints and alternative solutions to guide the player, ensuring the story continues to unfold regardless of skill level which makes the game accessible for everyone to pick up and play.