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DIAGNOSIS
LESSONS LEARNT

About

Diagnosis was designed to explore the effects of gaslighting on the mental health of the victum. Set inside Karin's mind, players interact with increasing disjointed memories in order to discover the truth. 

One scene was created individually as part of the Narrative of the Diploma of Screen and Media (Game Design) to showcase a key moment of the narrative progression. 

Game Design Document

I like to challenge myself by designing narratives that tackle difficult content matter. This document is one of my first attempts at narrative design, however I still use the prototyping and production skills I developed.

Testing

Consisent responses from testing indicated that the initial version of Diagnosis felt confusing and lacking in directional feedback. Supported by this initail feedback I conducted A/B tests against a second iteration, where the guiding character was programmed for increased responsiveness. The results showed iteration B reduced player narrative and gameplay confusion.

Camera Transitions

A particular challenge of this project were the camera transitions, which I set about programming manually. Not only did the camera position need lerping at the start of the scene but I also needed to swap between first person and multiple different inspection views, where the player could not move. 

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A few months later during the production of Copper Viens, I discovered a simplier method of manipulating cameras - Cinemachine.

©2020 by Rebekah Little Game Designer. Proudly created with Wix.com

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