FLEETING RECOLLECTION





Fleeting Recollection
Jun 2020

Individual Project
Tools: Figma, Origami Studio, Illustrator
Timeframe:weeks


‘Fleeting Recollection’ is an experimental puzzle based game. Both a combination of an interactive narrative and a touch interactions puzzle game, the gameplay revolves around players discovering secret interaction patterns to continue the narrative of the story. The project follows the story of an artist who is slowly forgetting his visual memories of work, family members, and loved ones due to his blindness.

During the experience, players need to discover secret interaction patterns and complete them in order to advance towards the next chapter of the story. The project’s goal was create a slow pacing game, where users follow the main character through his experience as a blind artist, finally accepting his fate and embracing his new self.
The intention for this project was to explore the applications of GUI and touch interfaces in games or interactive narratives. As well as explore the limits of the concept of a “game.” By doing so, it allowed a truly exploratory approach, not being constrained by the current definitions of both GUI and games. 






Although sometimes challenging to discover, some of the puzzles might include following patterns with the finger, affecting the weather of a scene, extend the canvas of the illustration, activating your camera in the device you are using, along with many others.

When completed, usually these puzzles reveal a new chapter, introduced first by an introductory text that follows the story and gives context to what the player is exploring.

Some of the frames rely on common affordances, such as pulling the film out of a roll of film, and others are based on clues giving by the text at the start of each chapter or the visual hints, like trying to change the weather of a scene by sliding your finger.

One of the main ideas explored in the game was to reconsider our dependency on fast feedback loops. To achieve this, the game mechanics are intentionally slow and do not rely much on guidance, but more on the player’s patience and ability to discover which interaction is needed to continue with the game.

Both the illustrations and the game mechanics change accordingly to the story, beggining with concrete and more colorful scenarios and ending with a visual representation blindness and a easement in the difficulty of the game mechanics, simbolizing acceptance over the protagonist’s own condition.


Process


‘Fleeting Recolection’ was created in the timeframe of 3 weeks.

This experimental game was created taking into account an iterative game design approach.

The first steps of designing the game was to create a Game Design Document. Here I was collecting and ideating on the mechanics, gameplay, game elements and other assets, as well as a summary of the game. 

Since the story was highly connected to both the illustration and the type of puzzle mechanics, I considered best to prototype and iterate them all together. 

A Figma document was created were I was collecting the iterations of visuals, story and mechanics. This three aspects were continuosly user tested in order to determine what to improve or let go in future iterations. 5 iterations were made before arriving to the final look, story and mechanics of the game.

All illustrations were created using Adobe Illustrator in the timeframe of 1 weeks and a half. It was important to keep consistency between all frames, but at the same time depict a gradual change in the protagonists personality. Apart from the connection to the story, each illustration needed to work with the game mechanics and in the proper format required by Origami Studio, so many iterations of each illustration needed to be created.
On top of the before mentioned iterations, for the game mechanics it was necessary to create a library of micro-interactions and visual and haptic feedback that worked with the narrative flow of the story, using the particularities of each illustration, creating a symbiosis between interactions, illustration and story. For this ‘Origami Studio’ was used. Being a rapid prototyping tool, Origami Studio allowed the fast creation of all of this mechanics, with its visual scripting interface. The program also allowed the creation of own functions in order to create ‘for loops’ or any other sequence of actions that needed to happen repeatedly after an input. 




In summary, ‘Fleeting Recollection’ was prototyped using three different tools. The narrative and flow was first designed using Figma, all the illustrations were created in Adobe Illustrator, and all the scrpting for the interactions were prototyped using Origami Studio. On the final stages, all the project was assembled using Origami. Between these three softwares, a multiplicity of iterations were made in regards to illustration style, interactions, music, and audio feedback, switch states, animations, and visual scripting blocks.