top of page

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.

​

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.

​

Try the game!

​

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.

​

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.

​

- 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.

​

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.

​

- 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.

​

- Created promotional poster for the game.

     - Inspired by Typography and word clouds.

     - Included elements such as colours and characters from the game.

​

- Designed entire sets.

     - Includes the Outdoors, Security, Office and Pantry.     

     - Created props that matched the game's emotional theme.

​

​

 

​

- 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.

​

​

Producer

- Made weekly checks on work progress using Scrum.

     - Added and removed tasks based on weekly progress and time.

​

- Scheduled meetings with supervisors and collaborators.

​

- 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.

​

bottom of page