Dev Log 1 - Conducting Research for Game Design


The design challenge I chose to explore was the housing crisis in Canada. I selected this issue due to my personal connection as a member of the younger generation, caught in the midst of the difficult decision between whether I can realistically afford to live in Canada or resort to moving back in with my parents. The gravity of this situation extends beyond just my own experiences; it is a challenge faced by countless individuals from diverse backgrounds and age groups. My primary objectives in addressing this design challenge are: first, to educate older generations who may not fully understand the extent of the financial strain we, the younger generation, are experiencing, and second, to educate those who may not understand the emotional toll that this housing crisis has on our mental well-being. This topic is significant because anyone hoping to reside in Canada must deal with these economic obstacles. Drawing from my prior knowledge, I have noted that people are often resistant to being told what is wrong, they would rather arrive at their own conclusions through self-discovery. With this, the unique power of games becomes apparent. Games provide an engaging and interactive platform for individuals to gain knowledge and insights into complex and sensitive topics without feeling like they are being told how it is.

I have always had an affinity towards horror and puzzle-based games and felt these themes could narratively embody the topics outlined above in a serious themed game. Taking inspiration from games like Fran Bow and films like Monster House I hope to convey the ideas of an evil home with no escape and a nightmare scenario in an exaggerated fashion. 

Gren, a lifelong wanderer seeking a home and family, stumbled upon a mysterious building one chilling autumn evening. Its inviting glow and perfectly tailored interiors lured him in, but as night fell, sinister whispers and shifting rooms revealed a malevolent trap. Desperate to escape, Gren realized the building hungered for his soul, ensnaring him in a dark web from which there was no escape. Click your way into a haunting adventure as Gren, a boy trapped within a mysterious building with a voracious appetite for souls. Solve intricate puzzles, uncover the building's chilling secrets, and make choices that determine Gren's fate. With every click, you delve deeper into a nightmarish world where nothing is as it seems, and only your wits can guide Gren to salvation or doom.

With these basic themes and ideas laid out, I hope to experiment in Blender as well as using shifting animation style from previous twine projects I hope to bring my concepts to life in the next coming weeks and develop my idea and style. If my team does not decide to go this route I hope to develop this idea further on my own.

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