Working Title: Fragments
Description:
Fragments places the player inside of a vast, dreamlike desert. By tuning into spacial clues such as distant sounds or lights in the sky, the player discovers a series of impossible shapes which congeal into sentimental objects when you approach them. [TBC]
Research Statement:
Fragments aims to experiment with external representation of interior space. Drawing some inspiration from the workings of hallucinogens, thoughts and memories are represented through a visual aesthetic, spatialization, and game mechanic. How can a game explore the experience of regret or the act of letting go beyond simple cinematic storytelling?
Screenshots:
Game references:
Memory of a Broken Dimension (visuals)
Her Story (storytelling)
Trauma (storytelling)
Limbo (mood arc/representation of interior space)
Kentucky Route Zero (end of act 1)
Slave of God? (visuals)
Non-Game references:
Michel Gondry: Eternal Sunshine / The Science of Sleep
Radiolab: Memory
Radiolab: You Are Here
Effects of psilocybin on perceiving thoughts and emotions
Stephen LaBerge: Lucid Dreaming
The Diving Bell and the Butterfly