Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Overall Game Conception (Narrative)

We set up our player’s character as a person who’s suffering from Alzheimer’s disease. Every memory in each room is his/her former experience. And the game is designed to help him/her recall and retrieve lost memories. 

Why do we choose to focus on people with Alzheimer’s disease?

  • To call attention to Alzheimer’s disease and this group of people, and give them more love and care.

The Economist describes the disease as a ‘global emergency’. The number of people with Alzheimer’s disease is increasing not only in the elderly but also in the young in recent years. And the patients need more care and love because Alzheimer’s disease is one of the known incurable diseases in which people are unable to take care of themselves in later stages, which can be fatal. Moreover, it is a subject of concern, because nursing and other medical expenses are taking heavy cost on the patients’ families and also on the state’s finances. However, taking medicine could delay the development of Alzheimer’s disease if we can find out about it as soon as possible, so this is also one of the reasons that we want to call more attention to this disease and this group of people.

Why do we come up with ideas about memories?

  • Alzheimer’s disease
  • To make an appeal for cherishing life and memories

Memories are very precious, and it can be said that everyone has memories. So we use ‘memory’ as the touchpoint of our game to attract more people to play our games. In daily life, some people may rely on looking forward to the future to comfort their current situation of struggle, and some people may regret not treasuring the past. But each experience is precious to us no matter in the past, now or in the future. And we always get the new harvest from our experience. So, we want to make people realise that memories and experiences are precious, and then cherish their current life. Don’t wait until you miss the time and chance to know how to treasure your memories.

Room Theme Concept (Part 6)

Room1: Humanity- complex emotions 

Tone: Dark

Object: masks on the black wall

Sound effects: scream, cry, happy laugh, horrible laugh, yell

Mechanism:

The walls are covered with masks of different colours/patterns/facial expressions. The number of masks should be even numbered.  Every mask can make different sounds when they are clicked. The masks will be lit when the player continuously clicks two same masks. And the door will open when the player lights all masks on the wall. 

Room2: Leisure time at home

Tone: Warm

Objects: Fireplace, sofa, CD player, a sleeping dog, books, plants, a clock and any other things in the living room

Sounds: Jazz music, fire, page turning

Mechanism:

When the player initially enters the room, there is no sound in the room. The objects will make sounds only when the player clicks them. It can let the player find their own relevant memories in the process.

Room3: A fantasy dream

Imagine that we are travelling in the sky. The stars, clouds and moon are around us. Experience the feeling of freedom and illusion. It is quiet and peaceful.

Objects: clouds, moon, stars, balloons/hot air balloons, bed

Sounds: pure and ethereal low-frequency sounds, space sounds

Mechanism: Let players enjoy the room’s sounds and the feeling of freedom.

Ideas and Plans for Sound Design (SFX)

There can be two forms of scene design and sound design, real &surreal. For the real one, we can add some natural objects or decorations in the room, such as a clock, fireplace, etc. Eg. to make the emotion of leisure and happiness. We can add sounds and music, including clock ticking, fire crackling, and a piece of jazz music to build a warm environment.

Moreover, for sadness emotion, we may set up the scene as a rainy night with some sounds of the raindrop, footsteps, crying and so on. 

And the sounds and scenes can both become abstract for the surreal expression. There can be some strings, shapes, etc., with low-frequency and electronic sounds to also express sadness. And for anger emotion, we can use high-frequency electronic sounds, screaming explosions, glass shattering and so on to render the feelings.

In addition, there are also other tactics and operations we can use to create immersion for players. First, we will use different footsteps for different environments (wooden floor, high-heel shoes, tile, etc.). Second, add different sounds for closing or opening the doors. For example, the sound of closing the door can be creaky and reverberate in a horrible environment.

Next, we will adjust the volume of each sound by considering the distance between the player and the object (spatial sounds). Finally, we are seeking more information and guidance about connecting Muti-channel sounds, such as 5.1 surround, in order to provide an immersive playing environment. 

css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel