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Time Line & Others

Time Line:

Week 1  

Activity: Brainstorm project ideas  

 

Week 2  

Activity: Start learning Unity and Aseprite  

 

Week 3  

Activity: Deepen knowledge of Unity and Aseprite  

1. Continue learning Unity courses.  

2. Begin drawing the main character and basic enemies in Aseprite. 

 

Week 4  

Activity: Continue learning and development  

1. Implement basic character movement and attack mechanics in Unity, following tutorials.  

2. Draw more enemies and scene elements in Aseprite.  

 

Week 5  

Activity: Make a simple prototype and start building the website  

1. Add enemy attack methods and behaviors in Unity.  

2. Develop level design and basic game logic.  

3. Test the implemented mechanics and make adjustments as needed.  

4. Learn and start building a website.  

Week 6  

Activity: Integrate sound effects and music  

1. Source sound effects and background music from the Unity Asset Store and other online resources.  

2. Implement sound effects and music in the game using Unity’s audio system.  

Goal: Implement initial sound effects and music in the game

 

Week 7  

Activity: Optimize game performance and art details  

1. Optimize game code for better performance, focusing on frame rate and memory usage.  

2. Enhance scene and character details in Aseprite, improving animations and adding visual effects.  

 

Week 8  

Activity: Finish building the game prototype  

1. Complete a full game level, including start menu, gameplay, and end screen.  

2. Test game fluidity and playability, ensuring all mechanics work together seamlessly.  

Week 9  

Activity: Game testing and adjustments  

1. Fix identified bugs, make necessary adjustments, and polish game mechanics.  

 

Week 10  

Activity: Finish the final game project and the website  

1. Finish the website to showcase the game, including game description, download links, and developer information.  

2. Conduct a final comprehensive test of the game to ensure the release version is error-free.  

3. Finalize the website and prepare the game for release, including packaging the game and creating a downloadable version.  

Inspiration

My game project is inspired by three key works: "Catherine," "Celeste," and "The Company Man." These games help shape my game's concept, art style, and gameplay.

I first discovered "Catherine" while browsing YouTube. The game's unique art style and challenging gameplay immediately caught my eye. In "Catherine," Vincent faces nightmares filled with monsters that symbolize his real-life worries about marriage and freedom. This inspired me to create this game project where players face dreamscapes filled with creatures representing work stress. While "Catherine" deals with themes of marriage, responsibility and personal freedom, my game will explore the balance between work and personal life. I want to show players that even in a busy work life, it’s possible to find true inner freedom. The way "Catherine" blends story and gameplay gave me ideas on how to handle similar themes in my own game.

"Celeste" was another important influence. I discovered this game through Steam recommendations, and its art style and gameplay looked so intriguing that I decided to purchase and download it. In "Celeste," players help Madeline climb Celeste Mountain, symbolizing her journey to overcome personal fears. Similarly, in my game, the player character battles through nightmares spawned from real-life anxieties. "Celeste" has shown how personal struggles can translate into compelling gameplay, and its art and level design offer a blueprint for creating immersive, imaginative environments. The game's message of perseverance and courage is something I want to convey as players overcome work-related challenges.

Lastly, "The Company Man" inspired the humor and level design in my game. Although I didn't purchase it, I watched gameplay videos on YouTube and found its depiction of office life both funny and engaging. In "The Company Man," players use a keyboard to fight colleagues and managers in a satirical take on corporate culture. This game showed me how humor can be used to address serious themes in a fun way. I will gain the level design element from "The Company Man" to my game, this will help my game express a critique of modern work culture while still keeping the game humorous and entertaining.

These games also showed me that my project is technically possible. "Catherine" demonstrates how complex themes can be effectively integrated into gameplay. "Celeste" proves that a small team can create a highly engaging platformer with pixel art and tight controls. "The Company Man" illustrates that 2D side-scrollers with a satirical edge can resonate well with players.

While these games provide a foundation, my game will blend elements from each into a unique experience. From "Catherine," I take the idea of nightmares reflecting real-life issues and my game will focus on work stress. "Celeste" inspires the pixel art style and theme of overcoming personal obstacles. "The Company Man" guides my humorous portrayal of the workplace. By combining these influences, I aim to create a game that entertains and prompts players to reflect on their work-life balance and mental health.

Other Goals

Aesthetic Goals : 

The game will feature a pixel art style with many work-related scenes and characters. Dream-like and nightmare elements will be integrated into the overall environment to highlight the dream aspect. The aim is to provide a nostalgic visual experience for players while enhancing immersion through pixelated dreamscapes.

Critical Viewpoint  :

Through this game, the goal is to offer a critical reflection on work pressure and mental health issues in contemporary society. Here are some specific perspectives and goals:

 

Personification of Work Pressure  :

The enemies and obstacles symbolize various pressures and challenges encountered in the workplace, such as heavy workloads, tense meetings, and difficult colleague relationships. By personifying these challenges, players can see the tangible impact of work pressure on an individual.

 

Contrast Between Dreams and Reality  :

The game alternates between dream scenes and real work scenarios, highlighting how dreams reflect and sometimes offer an escape from reality. This design encourages players to consider how they deal with pressure in real life, beyond just escaping through dreams or games.

 

Psychological State of the Character  :

The protagonist, a weary office worker plagued by nightmares, represents the common state of many office workers. The game aims to raise awareness about the mental health problems caused by excessive workplace stress.

 

Educational Value of the Game  :

Beyond entertainment, the game seeks to inspire players to think about finding balance and relieving stress in real life.

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