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Project Proposal

For my senior ICAM project, I will develop an RPG-style PC game surrounding themes of mental health and self-care. Technically, this will be achieved using Godot 4.3 (free game engine) and Resprite/Aseprite (pixel art software on iPad/PC, $20).

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The player will play as a black cat named Void whose negative thoughts and lack of motivation that has caused them to see the world in black and white, drained of all color and life.  Accompanied by a friendly shadow of darkness, the player completes small self-care tasks around the home to restore color to the environment. The messy home acts as a reflection of the chaos and unrest in Void's mind.

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As we live in this fast-paced world that champions productivity and non-stop work, this game was inspired by the frequent feeling of falling behind in caring for mental health. Self-care has often been the first to be sacrificed in a long list of priorities, yet I've found that this neglect only brings more struggle to everything else I want to achieve. I hope this game can act as a reminder for myself and others of the simple everyday things we could do to take care of our minds and bodies and avoid burnout for the sake of productivity.

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Games have always been a source of escape and comfort for many, including myself. Among its many versatile forms, the medium has the power to create a deep emotional impact through its immersive and interactive nature. I’m particularly inspired by how games seamlessly blend elements of coding, art, music, and interactivity—all of which make up the range of topics I've explored during my years as an ICAM major.

What were the inspirations behind this project?

I am inspired by games that incorporate mental health and self-care themes, whether through simple comforting simulation games or complex psychological horror RPGs. These games tend to subvert some of the more common tropes of mindless violence, lack of moral consequences, and perpetual grind in video games, instead giving players more time to consider and reflect on their decisions even beyond the scope of the game.

Walden, a game (USC Game Innovation Lab, 2017)

Walden, a game is an exploratory narrative survival game based on philosopher Henry Thoreau’s book and his experience reconnecting with nature. Along with the common survival mechanics of managing food, shelter, and clothes, the player can gain inspiration by exploring the woods, interacting with animals, reading books, listening to nature, and meditating in solitude. This inspiration status is visually depicted through the increased saturation and color of the environment, whereas doing work without breaks causes the environment to turn grey and desaturated. This mechanic does not affect the gameplay aside from these visual changes, providing the player with a choice on how to intentionally spend their time.

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Omori (OMOCAT LLC, 2020)

Omori is a horror RPG that uses a cute exterior to deliver a dark story about mental illness, death, and trauma through the lives of a group of friends. The pixel art style originated due to the constraints of early low-resolution displays, but continues to live on as an aesthetic that has since become associated with nostalgia and the simplicity of childhood games. Its abstract nature leaves more to the player’s imagination, which is employed to depict visual differences between dream realms, memories, and the real world in Omori. In contrast with these childlike visuals, the story surrounding dark and mature themes seems to better reflect the cynicism about the world we may feel as adults today. A unique feature is the battle mechanic comprised of Neutral, Happy, Sad, Angry, and Afraid type effects to emphasize the significance of emotions in gameplay. I was also inspired by the use of color, such as the main character being the only character asset colored in greyscale to emphasize his isolation and emotionlessness.

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 Unpacking (Witch Beam, 2021)

Unpacking is a relaxing puzzle game about unpacking and organizing the protagonist’s belongings and life experiences over the span of 21 years. The untimed gameplay slowly reveals more about the unseen character with each level as the player unboxes each of her items and furnishes the different living situations at pivotal points in her life. The organizational puzzle aspect turns the typically grueling task of unpacking after a move into a therapeutic and fun experience. I was inspired by the concept of objects and the environment of a home being used as a storytelling tool through their associated memories.

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