Memory

Face straight to your Anxiety!


[08/2021-11/2021]

Game Designer

2D & 3D Artist




Game Video






Introduction

The document explains the gameplay ability, game mechanics, core experience and player audience.



Target Operating System

Face Straight at Your Anxiety can run on PC Windows 10.



Game Development System

The Windows 10 version of Face Straight at Your Anxiety will be developed using Unity 2020.1.8 and

Visual Studio 2018.




Game Content

Face Straight at Your Anxiety is a kind of text adventure game which pays attention to the inner world

of anxiety sufferers.


Game Story

On the way to see a psychologist, the main character keeps talking about his inner anxiety. Whenever

something happens, “anxiety” will affect his mood and behaviour. In the conversation, the player plays

the role of the main character’s “anxiety”. The player needs to do his best to protect the main

character from outside harm. However, in the process of clearing the second and third levels, the player

has to control the main character through the crowds while avoiding the sight of NPCs to prevent

himself from being too nervous.


Core Experience

Let the player experience the inner world of anxiety sufferers.


Core Mechanics

·Making Choices

The core mechanic of the game is making a choice. The result of each conversation with the player will

affect the state of the character when clearing levels. And the player’s state will be worse when seen

by the NPCs. Therefore, in the game, the player must not only choose carefully to decide the direction

of the conversation but also carefully choose the path of clearance.

·Opposite Direction Control

During the third level, if the player makes the character’s anxiety level much higher, the way

controllincharacter’s movement will change.

First, the walking speed of the character will become much slower.

Second, the player usually uses the keyboard buttons ‘WSAD’to to go up, down, back and forward. When

the character has a high level of anxiety, ‘WSAD’ will make the character go down, up, forward and

back, which is contrary to the previous.




GamePlay

‘Conversation and Avoidance’

Conversation

The player clicks the left mouse button to select the content of the conversation. Clicking on different

options in the conversation will trigger different conversation contents.

Avoidance

The player moves through the “WASD” button to avoid the sight of NPCs on the road.



Level Design


As this level is set in a 'street' setting, I use as many small obstacles such as mailboxes and rubbish

bins as possible, as well as large obstacles such as flowerbeds, as the main obstacle to the player. I

also referred to the shapes and layouts of some of the distinctive streets and mimicked them to design

the areas in the game where the player can move around. In the second version, I removed some of the

obstacles which were placed at an angle. This was because when testing with the game's preset camera

positions, I found that the way the obstacles were placed in the first version blocked the player's

view. Also, the player will still be seen by the NPCs while the player is having a conversation, so I

have added extra safe zones and changed the range and route of movement of certain NPCs.



Conversation Design




Character Design



                * character                                                  *NPC




Expression Design




3D Models






Scene Design