Shaun Loh Xian Feng
Game | Narrative Designer
JOHN
Game Designer | Artist | Producer
The Game
JOHN is a 2D platformer which focuses heavily on the narrative aspect of games. The game makes use of simple mechanics to convey emotion and meaning to the player.
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Players take control of John, a salary man who is on the cusp of a major life decision. Play through his day at work as he wrestles with his emotions and thoughts about this co-workers. When a crisis presents itself, help John decide what to do and watch his future unfold.
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Try the game!
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Title Screen
Screenshot of a level
Screenshot of a level
Screenshot of a level
Awards
Digipen Game Awards 2018
Autodesk's Most Innovative Design
Project Duration
4
Months
Team Size
2
Game Engine
Platform
Responsibilities
Game Designer
- Worked on level design for "Introversion" and "Extroversion" sections.
- "Introversion" sections play out as daydreams and monologues.
- Focus on 2D level design.
- Focus on using word with different emphasis to draw attention.
- "Extroversion" sections play out as social situations.
- Focus on interactions, choices and consequences.
- Built stages which focus on traditional 2D platforms which substitutes words.
- Includes the Credits and Calibrations (Settings) stage.
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Level Design for the Credits Screen. Designed to fit the game. Playable with just the keyboard.
Level Design for the Calibrations Screen (settings). Designed to fit the game. Also playable with just the keyboard.
Designing platforms and uses.
Narrative Designer
- Created the rat-race world of John.
- Created a capitalistic world focused on money and status.
- Wrote the flow of the whole game.
- Extended game design to include every aspect of the game.
- This included the Main Menu, Credits and settings.
- Created characters for the game.
- Wrote character sheets that detail histories and quirks for characters.
- Included details about their relationships to each other as well as their workplace.
- Wrote dialogue that suited each character.
- Wrote dialogue that considered current situations.
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- Wrote all the scenarios in the game.
- Designed narrative to flow between John's interactions with others and his
private thoughts.
- Helped players to understand the characters before making an important choice.
- Players will experience the consequences of that choice afterwards.
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Artist
- Built the mostly monochromatic world.
- Favoured a minimalist art style.
- Built world to suit the target emotions.
- Used Unity's particle system to animate the world.
- Used colours to bring focus to important characters and words.
- Tied in colours to consequences, e.g. "Red is bad".
- The stark world is used to present the unforgiving nature of the workplace.
- Created 2D sprites in Photoshop.
- Created 2D animations in Photoshop.
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- Emphasis on the use of fonts.
- Used fonts, weights, sizes and colours to create visual language for the game.
- E.g. Solid, walk-able text was bolded, italicised text represented thoughts.
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- Created promotional poster for the game.
- Inspired by Typography and word clouds.
- Included elements such as colours and characters from the game.
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- Designed entire sets.
- Includes the Outdoors, Security, Office and Pantry.
- Created props that matched the game's emotional theme.
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- Character art was done in two iterations.
- First iteration consisted of art that was inspired by chess pieces.
- Used symmetry and silhouette for form.
- Colours were used to personalise and humanise characters.
- Character accessories were modular and could be mixed and matched.
- Second iteration focused on humanising characters further.
- Asymmetric designs and silhouettes inspired by old cartoons.
- Silhouettes chosen to dive characters a distinct and recognisable feel.
- Colours now included a wider palette to account for new artistic decisions.
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Character are created using modular pieces
Concepts for new characters
New character assets
Producer
- Made weekly checks on work progress using Scrum.
- Added and removed tasks based on weekly progress and time.
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- Scheduled meetings with supervisors and collaborators.
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- Checked that all assets were ready for multiple submissions.
- Catalogued and organised files
- Packed assets according to each submission's requirements.
- Ensured all assets were accounted for.
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