Idea Development

 My initial idea for the project was quite different at the beginning. The things I considered doing at first included me illustrating a sound responsive music video, a graphic novel and even an animated typeface. I kept a little diary in which I wrote down my thoughts until I came to make some final decisions. Here are a few inscriptions that illustrate my thinking process and reflect in the artefact:

October 5th

Today, after watching the videos I’ve found, I realised I would want my illustrated project to be character based. I want it to have a good storyline. I noticed that I prefer strong and meaningful colour choices. I extremely enjoy music responsive illustrated outcomes.

October 6th

I’ve noticed that I much more enjoy stroke-less illustrations. I also found that a lot of visuals depict the words of the song, but in figurative ways, and I like that very much. I wouldn’t want to tell a story that was too obvious and I enjoy an all-revealing ending that makes a point. Idea: A MULTIPLE CHOICE NARRATIVE FOR MUSIC VIDEO?

October 16th

I’ve decided that my medium for the project is definitely going to be illustration and motion graphics based. Nevertheless, I still don’t know what story I want to tell. I will try reading more and thinking about my interests. I feel like I want to tell something that people can relate to, but with a weird approach, almost psychedelic. A character development journey.

October 30th

 A couple of weeks ago my friend had me listen to a song he wrote. It was a figurative poem about his struggles in self-search, love life and alcohol abuse, written from his own perspective about how he sails out into the sea. I immediately thought that it would be a great piece to illustrate since it was so imaginative and at that point I’ve asked him if he could tell me a couple more stories concerning social and inner issues and that I would love to create a character based interactive narrative from his personal experiences.

 Later today I also remembered a book I’ve found. It is a Steve Jackson’s and Ian Livingstone’s horror game book from the Fighting Fantasy collection first published in 1982. -..- I began thinking about the book again and thought that my final outcome being a movie would make less sense than a game. As of now, my idea is to create a web based game that explores the narrative through choices a person makes. I want to create a flowing aesthetic with a bright colour scheme and lots of white space, really focus on the character and things he interacts with. I imagine my illustrations having large empty landscapes, abstract shapes without outlines and the choices integrated within those illustrations. I imagine there would be at least three final outcomes, each having separate paths that cover separate issues.


To understand video games better, I had to begin playing them! A lot of what my artefact is about has to do with the experiences I had while doing so. I will now share a few games that inspired some elements of my design and thinking process.

Firewatch (Campo Santo)

What I loved about Firewatch was its narrative. Not only did I get to explore the world and solve a mystery, I got to explore and help my character form a relationship through narrative choices. Never before have I played a game that focuses on a social aspect as the main element, which left me very intrigued. Firewatch encouraged me to talk about unpleasant, but common things that happen in life and use those stories as examples to drive the rest of the game elements like the environment and plot line.

Journey (Thatgamecompany)

For me, the most fantastic two features of Journey are the vast game scenes and a limited amount of mechanics, in the best possible sense. The simplicity of it and the absence of typical game features like storytelling through speech and cutscenes inspired me to think about how my hypothetical game could work without them, too. Thus the only character that ever speaks in the proposal is Creature, an allegory for what we call an inner voice or gut feeling.

Outer Wilds (Mobius Digital)

Outer Wilds has everything I love: space, adventure, amazing graphics and a marvellous musical score, but the most exciting part of the game was its intricate environmental puzzles - each world has its own puzzle to solve and story to tell, and all of them tie into the grand scheme of things, quite literally! When creating the plot and the illustrations, I aimed to tap into what each of the social issues I talk about in the proposal feel like in a hyperbolic sense. The detailed descriptions of the environment and how it works as a puzzle play a big part into what I tried to achieve.