b2.1 dph68 "yes i can" - labyrinth report

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    Bram de Vogel / B2.1 / s114960 / Coach: A.G.G.E. Nmeth

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    The contents of this report describe Laby-

    rinth, a psychological serious game I made

    within the specifications of DPH68 Yes I

    Can. It is a first-person PC game with the

    main focus on exploration and platforming.

    The game tries to aid the player in breaking

    a depressive thinking pattern commonly as-

    sociated with (mild) depressions.

    This report contains three main sections,

    detailing vision, concept and research (1),

    product specifications (2) as well as the cur-

    rent state of the product and evaluation (3).

    Most of the articles are written with the

    emphasis on the introcution and conclusion

    or summary, where the core of the article

    can be grasped. More elaborate details can

    be found in the parts in between them.

    A bibliograpy of some of the works I stud-

    ied, as well as an appendix containing a user

    test setup can be found at the end of the

    document.

    / A B S T R A C T

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    Project description derived from Playful Inter-

    actions project descriptions semester 1 2012-

    2013.

    / D E S C R I P T I O N

    Digital games have the potential to offer us

    interesting what-if scenarios. Within the

    safe confines of the fantasy world we can

    enact different roles and try out different ac-

    tions to attain a goal. As the player identifies

    with the avatar and internalizes his or her

    motivations, the game becomes conducive to

    instill attitudinal change. Here, you will try to

    use this potentially beneficial characteristic

    of games to engender positive emancipation.

    In this project you will have to design and

    create a computer game that helps a player

    cope with societal or peer pressures. The

    idea is to improve a players feeling of self-

    worth, so that a person from an underprivi-

    leged group playing your game will subse-

    quently have the confidence to do a certain

    task in real life or be an active member of

    society. Think, for instance, of a game to

    help teenagers cope with bullying, addicts

    with their addiction, homosexual people to

    be who they really are, or underachieving

    students to gain the confidence that studying

    hard will help them to attain a diploma.

    The game will be developed for digital

    screens, i.e. computers or mobile devices.

    Students can use an existing platform like

    Gamemaker, but also use software like

    Blender or Flash, or even the level editor of

    an existing game. The aim of the project is to

    connect interesting gameplay to meaningful

    content.

    / D E S I G N C H A L L E N G E S / R E -S E A R C H Q U E S T I O N S

    The research challenge will be to discern

    what confidence actually entails, and to find

    out what the underlying psychological mech-

    anisms are that build up or undermine con-

    fidence and feelings of self-worth. There-

    fore you will learn about concepts related

    to self-perception, self-determination and

    motivation to play games. Moreover, you will

    need to translate this into compelling game

    design mechanisms and levels. Engendering

    a desired experience through the form, mo-

    dality and progression of elements a player

    encounters.

    Very little is known scientifically on how

    P r o j e c t D P H 6 8 Y E S I C A N

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    Labyrinth is a genre-defying game that aims

    to let the player break through a depressive

    thinking pattern. The game tries to empower

    the player by overcoming abstracted chal-

    lenges related to the real world. The confi-

    dence gained by triumphing in the game and

    the reflection at the end may give the playerthe push to have a more positive outlook and

    break out of a depressive thinking pattern.

    In the game, the player travels through his

    subconscious in a story grounded on Dante

    Alighieris La Divina Commedia.

    The players subconscious has long been

    the players refuge when he wanted to es-

    cape from his troubles in the real world.

    However, one day, the players mind can no

    longer bear the piled-up inner problems of

    the player. The subconscious now challeng-

    es the player to face his demons and get his

    things sorted out.

    Labyrinth may be a genre-defying game.

    It combines platform elements with game

    parts where no gameplay elements appear to

    be present at first, resulting in a remarkable

    game experience. The game features mod-

    ernist and minimalist, abstract architectural

    landscapes representing the players sub-

    conscious.

    The game has been developed to a certain

    phase for distribution on Windows using the

    award-winning Unreal Engine, the same en-

    gine that powers most of todays world AAA

    titles. It is suitable for play with mouse and

    keyboard as well with the Xbox 360 Control-

    ler for Windows.

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    After I had begun extensive research on

    known psychological issues, I began to focus

    after a while on depression. Most individuals

    have suffered from one or more depressions

    during their lifetime, varying in severity. Af-

    ter realizing the widespread occurrence of

    this issue, to me it seemed a wonderful op-

    portunity to try and create a game that would

    help people suffering from this condition.

    After diving in even more on the subject, I

    stumbled upon some interesting articles that

    suggested an interesting cause for some of

    the less severe depressions; ourselves. Or,

    better said, our mindset, the way we think.

    We seem to hold more power over our own

    mental state than we think. Combating de-

    pressive thinking by regaining control over

    your way of thinking and empowering your-

    self may help some persons to fight their

    own way out of depression.

    / O U R P E R C E P T I O N O F D E -P R E S S I O N

    Lets first focus on what depression is,

    something that appears to be actually quite

    hard to say. Most of us think to know what

    it is and what its like, yet at the same time

    we find it hard to properly define it. In fact,

    this appears to be very much correct. Highly

    differing types of depression exist, such as

    mood disorder, depression or simply de-

    spair, as well as the major mental disor-

    der. Each of these three different conditions

    branches out into different directions, based

    on cause, severity, biochemical factors

    etc. Because there is such a difference be-

    tween the multiple depression types, differ-

    ent patients may require completely different

    treatments or approaches for their condition.

    Severe patients may only be helped through

    the use of medicine and qualified experts,

    whereas others find relief within the em-

    brace of their friends and loved ones. It is,

    however, interesting to note that a number

    of the cases may not require (hospital) psy-

    chiatrists or the products of pharmaceutical

    companies. Do we always need these strong

    solutions, also considering the not inconsid-

    erate amount of adverse reactions some of

    the antidepressive products may cause? Is

    it necessary to automatically grab the bottle

    of pills? Or, more interesting, to what degree

    may people be depressed when they say they

    are depressed?

    It seems that in our western society we

    talk more easily and readily about depression

    with people within our social circles, such

    as our friends, coworkers, family (Burton

    2012). As a result, we may be more likely to

    interpret our stress and anxiety as depres-

    sion, and may seek diagnosis or help faster.

    Groups with vested interest such as phar-

    maceutical companies and mental health ex-

    perts promote the idea that an eternal state

    of mind of happiness and joy is a natural

    mental state; human distress, however, is

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    labeled a mental disorder. We may seem to

    forget that for the most part these moments

    of distress are relatively mild and short-lived

    and can be interpreted in the context of our

    life circumstances, human nature or the hu-

    man condition.

    On the other hand, Burton describes an

    incident surrounding pregnant Punjabi wom-

    en, from the regions of Pakistan and India,

    who had recently migrated to the UK. Afterthey had given birth, they were baffled when

    asked by a health visitor if they felt depressed

    after the events. Not only had they never

    considered the possibility that giving birth

    could be anything but a joyous event, they did

    not even have a word to translate the con-

    cept of depression into Punjabi. Apparently,

    depression as we think to know it does not

    exist in these mothers home region, or may

    there be interpreted in an entirely different

    way. However, sociocultural cognitive and

    behavioral patterns are acquired by learning

    them after birth and are not hard-coded into

    our genes, nor in other parts of our body. It

    thus seems that some (gradations of) psy-

    chological conditions may evolve only in the

    context and patterns of certain societies or

    social environments; they may only evolve

    within a certain mindset. This has some radi-

    cal implications, the most important one be-

    ing that our mindset, the way we think, can

    be responsible for a mental condition such

    as depression.

    / T H E V I C I O U S C Y C L E O FD E P R E S S I V E T H I N K I N G

    When we consider the relation between the

    way we think and depression, we may see

    new opportunities arise to help us free our-

    selves from some of our psychological con-

    ditions. We humans are capable of changing

    our thinking patterns and our point of view on

    situations; therefore, we are capable to influ-

    ence our mood or a depression. It is there-

    fore important to consider how you think

    and interpret events, for your mindset may

    either help you to get out of a depression,

    or may drag you into one; depressive think-

    ing (Knaus, Defeating Depressive Thinking

    2012). Of course, this applies only to those

    persons who are mostly going through a

    period of distress that has more to do with

    regards to their current personal (life) con-

    text, than those patients who have suffered

    severe emotional trauma or experience de-

    pression out of biological origin etc. These

    persons require professional aid; however,

    the first group suffering mostly from more

    ordinary moments of distress may actually

    have a good chance of relieving themselves

    from their condition by changing their nega-

    tive mindset.

    Depressive thinking may be a major fac-

    tor in depressions. However, before I go into

    more detail on ways that may help combating

    depressive thinking, it is important to consid-

    er what it is exactly. When you think depres-

    sively, you layer needless mental miseries

    onto a (already) painful mood. For example,

    you may interpret your situation differently,

    more negative than otherwise; you may feel

    that you are powerless to do anything against

    the depression youre in; you may exaggerate

    and overgeneralize or hold irrational beliefs

    about the depression that youre in. Or, like

    Shakespeare so eloquently wrote in Hamlet,

    Act 2, Scene 2; [...] for there is nothing ei-

    ther good or bad, but thinking makes it so: to

    me it is a prison.

    It is important for people in a distressed

    mood to understand and accept depressive

    thinking as a usual factor in their depression.

    It is even more important that these people

    understand that they still hold the ability to

    override their negative mindset. Once they

    realize they have this negative outlook, they

    may begin to object to the distorted view in

    which they may see the world; they may start

    thinking clearly again. Once they do, they

    may be more likely to shorten the intensity

    and the duration of the depression.

    A depressed person usually has several

    types of cognitive signatures related to thepersons depression. There are hopeless-

    ness signatures, e.g. I will never stop feel-

    ing this way and there are worthlessness

    signatures such as Im no good at all. These

    negative thoughts can weigh down on a per-

    son. In this state, believing you cant cope

    with your depression and believing that you

    cant escape it, means that you are mislead-

    ing yourself and you are actually prolonging

    the depression. It is important to understand

    that you are capable of ending your own de-

    pression; you are in control.

    / T H I N G S T H A T H E L P

    There are several techniques to become

    aware of your depressive thinking pattern

    and how to defuse it.

    Notice your negativity. Be aware of what

    you say or think and how negative it can be.

    Identification of your negativity is essential

    to change.

    Identify the purpose of your pessimism. Is it

    because you think you can always do things

    better? (perfectionism) Do you not want to

    get hurt?

    Depressive thinking is a vicious cycle . If you

    think you cant get out of the depression, you

    wont. One might say the night is darkest be-

    fore dawn; it is important to realize there is

    always a way out, that you will not be stuck

    in this situation forever.

    You are in control of depressive thinking.

    You can choose to defuse the cognitive sig-

    natures of depression. Again, identification

    of these cognitive signatures is key.

    You cant change the past, but you can

    change the present. Every step will help to

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    break out of the vicious cycle. Learning from

    past mistakes is a good thing, but it is impor-

    tant not to get stuck in reminding yourself of

    every misstep youve ever made.

    By acting as if you could cope, you may find

    yourself coping. Even if you dont honestly

    feel like you can escape from your situation,

    try to act like you can. You may compare it to

    Search for positive aspects of situations.

    Even when moments seem grim, it is im-

    portant to try and see multiple sides of the

    equation. Almost nothing in life is completely

    black and white, as shades of grey can be

    found almost anywhere. When you realize

    the positive sides of things, you may begin to

    focus on these opportunities and find solu-

    tions.

    (Przeworski 2012) (Knaus, Defeating De-

    pressive Thinking 2012) (Knaus, Combating

    Depression 2012) (Knaus, Emotions and De-

    pression 2012)

    It is also important to take care of other

    aspects in your life. Although you are in con-

    trol of your thinking pattern and you can take

    steps to defuse depressive thinking, there

    are more factors at play. Body and mind are

    in connection with each other. The old Latin

    proverb mens sana in corpore sane still ap-

    plies; a healthy mind in a healthy body. Take

    good care of yourself. A good nights sleep

    and a proper sleeping pattern as well as

    physical exercise go a long way to making

    you feel better every day. Its also important

    to consider not just yourself, but your social

    environment, too. Taking the initiative to re-

    solve relationship issues can help to get a lof

    of stress off your back. Plenty of social inter-

    action is also recommended to feeling more

    appreciated and energized to take on life.

    / A L W A Y S L O O K O N T H EB R I G H T S I D E O F L I F E

    As a final note, a depression may not always

    have to be something evil. There are several

    feelings and sensations with multiple mean-

    ings attached to them. We can feel physical

    pain to warn us that we are in danger, hurt-

    ing ourselves or place ourselves at risk of

    injury. Although pain generally generates

    negative feedback, the benefits of its pre-

    ventive working far outweigh the stress it

    initially generates. When we see depression

    in that way as well, as a mental pain, then

    maybe the depressive position has evolved

    to protect us from distressing, damaging or

    futile situations. The solitude of the adoption

    of the depressive position lets us take a step

    back and see the bigger picture, by giving us

    the time to think and feel about ourselves. We

    may begin to re-evaluate ourselves, prioritize

    our needs and develop a realistic plan to ful-

    fill those needs. It may thus become a period

    of rediscovering your identity, who we really

    are, and through that give deeper meaning to

    our lives. (Burton 2012) However, in order to

    do so, it is important to start thinking clearly to see this

    positive side of depression.

    When we look at all what we have discussed so far,

    it appears there is a major chance that a depression

    can be influenced by your mindset, partly because of

    your sociocultural background and your everyday so-

    cial environment. The depressive thinking pattern that

    may emerge out of these and personal circumstances,

    is a vicious cycle that can keep you locked in a depres-

    sion. It is important, however, to realize that you arestill in control of your thoughts and that you have the

    power to break out of this pattern. Through doing so,

    you may find relief and in the process even gain more;

    finding moments of reflection and getting to know more

    about yourself. In our eternal pursuit of happiness, it

    might be a good time to start believing again in our own

    strengths and capabilities.

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    The main goal of Labyrinth is to help players

    break the cycle of depressive thinking through

    various methods, mainly the identification of

    their negative mindset and by empowering

    them. By doing so they might overcome their

    depression. Can such a thinking pattern be

    changed by a game? I personally believe that

    change of the state of mind should and can only

    come from the individual himself, instead of

    someone or something else. Instead, the game

    should be the players stepping stone, to guide

    him in the right d irection. The player must re-

    discover his own mental strength, that he has

    the ability to break out of the depression.

    / I N C E P T I O N : I M P L A N T I N GI D E A S

    I believe that a good way to inspire a change

    in cognitive and subsequent behavioral pat-

    terns is featured in the movie Inception

    (Nolan 2010). This movie, inspired by lucid

    dreaming, is set inside the subconscious of

    people. It is based for a large part on the way

    actions on the subconscious level influence

    the conscious level. In the film, the concept

    of inception is described as the implantation

    of an idea or thought into a persons mind

    while their mind is subconscious. Instead of

    trying to reason with the person himself, the

    characters reason with the persons subcon-

    scious representation; a method that, in the

    movie, proves to be successful. The subcon-

    scious mind has been reasoned with, given

    an idea, and without the involved person

    knowing it, this idea is then passed onto his

    conscious level. Here the idea grows more

    concrete, and actions can be made in the line

    of the original idea, without the actor fully

    aware of the abstract, true motivation of his

    actions.

    I would like to apply the same principle in

    my game. Instead of directly engaging the

    player on the conscious level, I want to en-gage his subconscious. I want to plant a seed

    in their mind that grows slowly, like a plant,

    and finally comes to fruition. I want to give

    them the idea, the feeling, that they may be

    able to overcome their depression with their

    own strength; I want to give them a sense

    of power and hint to the mental toolset they

    have at their disposal to beat their condition.

    / C A T H A R S I S : E M O T I O N A LR E L E A S E A N D P U R I F I C A T I O N

    The player must believe he is able to cope

    with and overcome his problems that may be

    causing the depression. I want to do that by

    abstracting into the game those things that

    depress people in the real world. Although

    confronting people with the negativity they

    already experience in their daily world seems

    counterproductive, in the end I hope the play-

    er gains more. Through this confrontational

    experience I want to let the player experi-

    ence the state of mind called catharsis. Ca-

    tharsis is a term that has been around since

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    the Ancient Greeks, and the exact meaning

    of the term has been debated ever since.

    According to Aristotle, a catharsis is when

    the human soul is purged of its excessive

    passions, whereas the more recent psycho-

    analytic theory describes it as an emotional

    release, linked to a need to release uncon-

    scious conflicts. (Keesey 1978) Generally, it

    seems to indicate a state after which you feel

    renewed, ready to move on and meet new

    challenges. One way of achieving catharsis

    is by putting the player through the process

    of expressing some of the original emotions

    of depression; sadness, anxiety, anger etc.

    This method appears to be working accord-

    ing to a recent study, where youngsters who

    were confronted with violent images experi-

    enced a decrease in hostility. Through their

    confrontation with violence, they became

    less violent. (Ferguson and Rueda 2010) I

    hope to achieve the same effect with depres-

    sion. I want to let the player experience these

    emotions in the game.

    / L A D I V I N A C O M M E D I A :H E L L O F A S T O R Y

    In the 14th century, the Italian writer Dante

    Alighieri wrote what would become the mas-

    terpiece of his work: La Divina Commedia,

    or the Divine Comedy. In this work, Dante

    travels through the hereafter; Inferno (Hell),

    Purgatorio (Purgatory) and finally arriving in

    Paradiso (Paradise). He travels through the

    blackest pits of hell, confronts the seven sins

    in Purgatory and finally reaches Paradise.

    The story has many underlying messages, of

    which one is an allegory for the journey of

    the soul to come closer to God.

    In my game, I wish for the player to expe-

    rience a likewise travel. He does not travel

    closer to God, however, but trvaels closer to

    himself. The game will take place inside the

    mind, the subconscious of the player. He willtravel through his dark thoughts inside the

    Abyss, embark on the Voyage to overcome

    his problems and reach the Summit, where

    the player comes to terms with himself and

    reflects on his play through.

    However, I realized that the original story

    arc of La Divina Commedia may not be per-

    fectly suited towards the (video game) au-

    dience. I decided to adapt the story accord-

    ing to more modern storytelling techniques,

    with clever use of rising and falling action

    throughout the entire story;

    1. The player first enjoys a seemingly

    positive journey,

    2. Is thrown back,

    3. Finds his way back up and

    4. Near the end crashes down one more

    time,

    5. After which he finally manages to beat

    the game.

    Although this may seem a rather clich

    way of storytelling, the technique is tried-

    and-true. Genre-defying, highly innovative

    games such as Journey feature the same

    basic story arc as Hollywood blockbusters.

    And, through clever pacing and surprising

    environments and gameplay, they succeed in

    their storytelling to date. (Harper 2012)

    In the game, the player will take control of

    an unnamed person, presumably the playerhimself, who always seeks refuge inside

    his own mind to escape from the real world.

    However, this time, his alternate reality, his

    own mind, refuses to let him reside in his

    dream world and do nothing with his real

    problems; since the piling up of problems

    causes even more stress and depression.

    The player at first wont notice that his dream

    world has changed that much (1). However,

    after a while he falls down into the Abyss, a

    dark and dreary place where he is confronted

    by the negative thoughts of the darker cor-

    ners of his mind (2). By solving challenges

    and confrontations in this environment, the

    player finds his way up again (3) and contin-

    ues his path towards the Summit. However,

    just before the end, he is thrown back one

    last time, in a blacker pit than ever (4) before

    finally escaping and rising up to the Summit

    in rapid flight (5). The player, floating high

    above the Earth on the Summit, now has the

    choice to take the jump off the platform to

    show hes ready to face the real world once

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    again, or enter the door on the platform to in-

    dicate hes not done yet and wants or needs

    to replay the game. With the emotions related

    to depression finally conquered, I hope a ca-

    tharsis will ensue.

    / L A B Y R I N T H : J O U R N E YT H R O U G H T H E M I N D

    Labyrinth is a journey of confronting and

    conquering your fears, coming to termswith yourself and building up confidence to

    conquer your demons and ultimately your

    depression outside of the virtual realm.

    Through the experience and expression

    of emotions you encounter throughout the

    game and releasing them, I hope a cathar-

    sis will ensue. Afterwards, there should be a

    moment of self-reflection, in which you take

    the time to reflect on what you have done;

    how it matters to you, to your daily life and

    how you now perceive your situation. It is

    at this point that I hope the inception will

    begin to come to fruition. Throughout the

    game, you have confronted and overcome

    encounters of abstracted problems of the

    real world. You were able to cope with and

    overcome the (abstracted) problems in the

    game and build up confidence along the way.

    If you were able to find ways to deal with the

    abstracted problems, then why not with the

    problems in the real world? That is the idea I

    want to plant in the players mind.

    With depressive thinking, you think that

    you cannot do things (good), or that the situ-

    ation will never improve; you may have had

    a negative outlook on life. However, empow-

    ered by the success achieved in the games

    challenges, that you have the power to do so,

    you stop the pattern of depressive thinking.

    By breaking away from that mindset, you

    may be able to finally climb out of your de-

    pression by yourself. And that is the purpose

    of my game.

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    The story of Labyrinth is partially based on

    Dante Alighieris La Divina Commedia, in-

    fused with the modern arc of storytelling. I

    have envisioned five main episodes or chap-

    ters within the game. They tell the story of an

    unnamed man, presumable the player, who

    tries to find refuge within his own mind when

    he perceives the world he lives in as too de-

    pressive. However, after so many visits, his

    mind cant take it anymore and decides to

    challenge him, force him to undertake ac-

    tions and face his demons. I have numbered

    the chapters to match the five stages of the

    storytelling arc.

    0 . S T A S I S

    Labyrinth takes place inside the mind of the

    player. In the very beginning of the game the

    player finds himself in a vague, desolate liv-

    ing room. Its a dreary night, with only the

    blank faces of newsanchors to keep him

    company whilst they deliver to his living

    room their daily report on agony and vio-

    lence throughout the world. Its the world the

    player tries to escape from. He falls asleep

    and enters the surreal world that is his sub-

    conscious, his own sanctuary and refuge.

    1 . P A S S A G E

    The player finds himself in the in-between

    world between the real world and his sub-

    conscious; a bridge world, one might say.

    Its completely empty, besides the giant gate

    that draws him toward the deeper parts of

    his mind.

    When he enters the gate, he does not en-

    ter the world he used to visit. Instead of the

    green fields and blue skies he used to find

    when he arrived, he finds himself trapped

    within a surreal construction. It seems that

    the world has changed. He encounters the

    first challenges; it feels as if the world wants

    to test him.

    Finally he makes his way out to see the

    sun setting above the ocean. He finds a plat-

    form that he activates and appears to be ele-

    vated into the clouds at first, but after he has

    risen several meters, the platform collapses

    and the player falls into the dark shaft that

    lay underneath the platform.

    2 . A B Y S S ( I N F E R N O )

    At the bottom of the shaft, the player finds

    himself trapped in The Abyss. This dark place

    holds his negative thoughts, experiences and

    memories. Its tunnel-like construction is cold

    and constructed of unforgiving concrete,

    providing only glimpses of outside light andhope that may be found elsewhere. The play-

    er finds himself with only one option to get

    out; to undertake the journey past all nega-

    tive things residing inside his psyche, to visit

    his own personal hell. The gravity seems to

    pull harder to objects in this environment

    and the walls seem to close in on you when

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    you walk, sometimes presenting grotesque,

    twisted environments and weird light and

    shadow plays as the player progresses.

    The player reaches the Acheron, a dark,

    long highway of platforms and blocks speed-

    ing throughout the dark ravines and depths

    of the Abyss. The player embarks on the

    high-velocity high-tension ride, to eventually

    reach the City of Dis. Enormous monoliths

    and constructions of cubes formed together,the size of black skyscrapers, present an al-

    most urban-metropolis-like labyrinth. There

    are broad yet lifeless block boulevards in

    between the impersonal blocks and hateful

    voices whisper like winds in between the

    narrow gaps of blind alleyways. The play-

    er has entered the labyrinth of depressive

    thinking. Will he find a way out, or will he

    remain stuck forever in this limbo, trapped

    in his dark, frightening thoughts and fears?

    Finally, empowering thoughts enlighten the

    route to exit the City of Dis and the player

    manages to escape the Abyss.

    The depressing environment of the Abyss

    has been separated from the other areas of

    the players subconscious. When the playerhas recovered from the bright light when he

    exited the Abyss, he finds that he will have

    to traverse a deep ravine to reach the lands

    across. There is no bridge across the gap-

    ing hole and without any guidance, the play-

    er will have to overcome his fear and take a

    step into the unknown. As soon as he steps

    over the edge of the cliff, he finds that he is

    not plunging into the black depths of the ra-

    vine. Instead, a surface has appeared under

    his feet and platforms emerge from the deep

    to help him get across. Gravity has let go its

    tight grip on the player, who finds he is ca-

    pable of jumping further than before, some-

    times even floating for a brief time.

    3 . J O U R N E Y ( P U R G A T O R I O )

    At the other side, a large mountain is visible

    in the distance, with a bright light emanat-

    ing from its summit, inviting the player to

    progress. The player progresses upwards

    and encounters reassuring voices and more

    positive experiences.

    4 . B L A C K O U T

    The closer the player gets to the top, the

    harder it seems to progress further. Ex-

    haustion of the journey begins to take its

    toll, and the player is thrown into the black-

    est depths of the Abyss, in complete dark-

    ness. The player is lost, and finds himself

    stranded in the dark of an obsidian desert.

    However, a light shines through the dark and

    lets the player rise through the deep while

    it crumbles and falls to pieces underneath

    his ascent. The player floats up to the world

    above and shoots through to the summit of

    the mountain.

    5 . S U M M I T ( P A R A D I S O )

    At the summit, the player finds himself in be-

    tween the clouds, with fantastic, light objects

    slowly yet joyously floating, as though grav-

    ity has no longer effect on them. The game

    asks the player if he is ready to face the

    world and take a leap of faith into the world

    below. The player may also choose to enter

    the gate behind him and embark upon the

    journey once more if he doesnt feel ready.

    If the player chooses to face the world and

    step off the platform, he falls down, straight

    through the skies, until the screen fades out

    to white, with only the sound of the wind

    shooting by the player. The credits roll as a

    sunrise illuminates the sky, after which eve-

    rything fades out.

    0 . G E N E S I S

    If the player waits long enough, when the

    music ends, he sees the vague surroundings

    of his living room appear before him again.

    Night has passed and made way for the ra-

    diant light of the rising sun, illuminating the

    apartment in a golden glow. Game over.

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    Like movies, games feature emotional

    scenes involving death, loss or love. How-

    ever, when the fragile strings kick in with G-

    major chords to emphasize the drama, these

    sequences often fail to emotionally connect

    to the viewer or the gamer. You understand

    that it is a sad moment, but may find it hard

    to honestly care about the unfolding events

    and the characters involved. What is go-

    ing on? Why dont you feel the appropriate

    emotional response the producer intended to

    provoke? Labyrinth, especially, has to deal

    with this issue. The player has to undergo

    the process of expressing his or her original

    emotions to undergo the intended catharsis.

    If the multi-million dollar entertainment in-

    dustry still doesnt seem to have the answer

    to make as many production emotionally in-

    tense, why would I?

    / S P A T I A L A W A R E N E S S A N DP R E S E N C E

    An oft-discussed aspect of videogames

    closely related to emotional connection is

    immersion. Immersion can be described in

    various ways, yet I believe that one of the

    most fitting ways to describe it is as spatial

    awareness and presence; when the player

    perceives the sensation of being spatially lo-

    cated in the environment presented to them.

    You dont feel like you are sitting on a chair

    on your attic or the couch, but instead reside

    in the world the action and drama present

    on your television or monitor. This moment,

    when all your senses are immersed in this

    new virtual universe and the real world has

    been left behind, is the moment that you may

    become emotionally involved in the world

    you now inhabit. There are some games that

    people describe as being very impressive,

    whereas people do not feel this way when

    they play other games. This does not neces-

    sarily have to be bad, as non-immersive ti-

    tles can still be hugely fun to play. However,

    I believe that eventual success of Labyrinth

    depends largely on the amount of immersion

    the player experiences.

    Madigan describes a simplified ver-

    sion of Wirth et al.s theory on spatial

    presence.

    Players form a representation in their

    minds of the space or world with

    which the game is presenting them.

    Players begin to favor the media-

    based space (i.e. the game world)

    as their point of reference for where

    they are (or to put it in psychological

    jargon, their primary ego reference

    frame)

    H o w c a n a v i d e o g a m e i m m e r s e a n d e m o t i o n a l l y c o n n e c t t o

    t h e p l a y e r ?

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    Profit!

    (Madigan 2010)

    In the beginning the player forms a mental

    model of the world he is presented, based on

    the various clues discovered in the environ-

    ment and the assumptions about the (behav-

    ior of the) world based on those clues. When

    the player has created this mental model, he

    has to decide (consciously or subconscious-

    ly) if he feels like he is in the imaginary world

    or the real one. This process can be really

    quick or slowly over time, and the player may

    even continuously journey between the two

    worlds.

    Madigan then goes on to describe two dif-

    ferent game concepts that lead individually

    to immersion in video games. First, there are

    the games that generate a rich mental model

    of the environment and secondly, the games

    that create consistency between all objects

    and characters in the environment. The first

    game concept delivers a virtual world that

    has been meticulously modeled to include

    as many as possible aspects we encounter

    in our daily lives. This is the most thorough,

    labor-intensive approach of the two. Devel-

    opers will go as far to confirm almost any

    logical assumption you have come to expect

    from the world. Birds may fly overhead in

    the sky, but they may also shriek, decide to

    touch down on the ground or ascend into the

    dynamic clouds covering the digital skies.

    The environment is cognitively demanding

    as it holds many sources of (potential) in-

    formation. This also means that your mind

    will be constantly engaged in analyzing and

    observing the environment, mental powers

    that otherwise may have been used to spot

    irregularities and anomalies in the virtual

    world. Holding it all together is a strong nar-

    rative, pushing the game concept forward

    and maintaining the interest of the player in

    the world he inhabits. This concept of the

    rich mental model of the game environment

    is too extensive and ambitious to achieve by

    myself. Therefore, I intend to use the game

    model related to consistency. I will not im-

    plement any incongruous visual clues in

    the game world. These are elements that

    you would not expect in (dream) life, such

    as head-up displays, tutorial numbers or life

    bars. I do not wish to use any of these as-

    pects, as they take you out of the experience.

    The other important factor is related to the

    presentation of the game world. It should be

    a fluid, cohesive environment, without any

    obstructions or sudden stops such as load-

    ing screens. With loading screens, the game

    world disappears for a few seconds or even

    minutes and immediately breaks the immer-

    sion and the player cant feel immersed in

    something that isnt there.

    However, none of these aspects can guar-

    antee immersion. This is something very

    personal; some people may see the digital

    environment with skeptical, critical eyes

    and may find it hard to lose themselves in it.

    Other people, however, really want to try to

    be inside the game world and suspend their

    bias quickly. To further aid the immersion, I

    want to create an environment unlike players

    have seen before in games. An environment

    that they may not immediately relate to, but

    that contains clues of its identity. I hope that

    these moments of wonder or surprise help

    captivate and therefore aid the immersion of

    the players while they try to understand what

    they see on the screen.

    / S E R E N I T Y

    Many AAA game titles from the major pub-

    lishers and developers feature one action-

    packed sequence after another. This can be

    the fast platforming characteristic for Nin-

    tendos legendary Super Mario franchise,

    Call of Dutys fast-paced, frantic gunfights or

    the thrill when you overtake an opponents

    car at breakneck speeds in Gran Turismo.

    These are often rather satisfying actions,

    delivering continuous adrenaline kicks as

    you make split-second reactions to emerge

    victorious out of the on-screen carnage.

    These actions require constant physical

    player input and focus to control the play-

    ers avatar action. However, this means that

    there is no brain processing power left to

    think, reflect or just enjoy the environments

    you cross. If you think about most memora-

    ble game sequences, what were they? Was

    it finding yourself in the next shooting alley,

    that other on-rails car chase or the buildings

    you blew up? Or could the most silent parts

    of the game actually be more interesting?

    The Uncharted video game series by

    Naughty Dogs is one of the most acclaimed

    series of the current generation consoles.

    Besides the, admittedly, grand and monu-

    mental set pieces, gratifying gunplay and

    jaw-dropping graphics, those aspects of thegame that I remember most fondly are the

    parts where I just had to explore. I walked

    through ancient tombs and ruins of ancient

    civilizations and, once, found myself strand-

    ed in the desert. Crashed and without trans-

    port, all by myself, with only the scorching

    heat emanating from the endless sand dunes

    under the cloudless, bright blue sky. Sudden-

    ly, I had no enemies to fight, no clear direc-

    tion as to where to go now and struggled to

    climb up and down the bright orange dunes

    of the desert. The days turned into night, fata

    morganas appeared and vanished in the pul-

    sating thick, warm air. It was at that point

    that I noticed I was no longer worrying about

    protagonist Nathan Drake, but was thinking

    Jeez, how am I going to get myself out of

    here? The more distant perspective of the

    huge gunfights, with which I could not iden-

    tify myself, had been replaced by complete

    immersion where I felt like I was actually in

    the game.

    The epitome of some games is not their

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    epic story, set pieces nor the well-written

    interaction between lead characters. Some-

    times, what it takes is but the serene calm

    and loneliness of a sequence devoid of the

    usual gameplay, action and drama. That feel-

    ing is exactly the one I wish players to ex-

    perience on their play through of Labyrinth.

    / E X P E R I E N C I N G G A M E P L A YM E C H A N I C S : D E F Y I N G G R A V -

    I T Y

    Although story progression as well as char-

    acter and emotional development are already

    indicated within the game by the five main

    chapters, I also want the player to experience

    this progression by changing basic gameplay

    mechanics. Labyrinth is a game that fea-

    tures the exploration and navigation of the

    environment as its core gameplay elements.

    These are rather simple gameplay mechan-

    ics, yet I hope to invoke a strong emotional

    response in many ways, of which one is the

    feeling of movement within the virtual world.

    Navigating the environment in Labyrinth

    requires only a simple set of input: direc-

    tional / movement keys, player camera con-trol as well as a jump action. These inputs

    translate into the virtual world via predefined

    parameters. These parameters control the

    speed at which the player character is able

    to make a change in movement and camera

    position (inertia / reaction speed), but also

    how high and long the player can jump, in-

    cluding the gravitational pull on the player

    (buoyancy). By changing these parameters,

    it becomes possible to change the experi-

    ence of the player.

    What emotional response do different set-

    tings of core gameplay parameters invoke?

    If the player finds himself immersed in the

    game world, he may relate the type of move-

    ment to real-world conditions. For example,

    if the character may only move slowly, isquickly exhausted and the camera can only

    be moved slowly, the player may feel as if he

    is incredibly heavy, that there is some burden

    resting on him. However, when movement is

    unrealistically sped up and enormous jumps

    can be made, the player may feel as if he has

    been gifted supernatural powers; he may

    feel more capable than he ever was before.

    By changing core gameplay controls, we can

    change the entire experience of the player.

    The differences parameter tweaks can

    make for the complete experience can be

    found in many current games. As an exam-

    ple, we may compare two games of the same

    genre: first-person shooters. Lets take a look

    at Killzone 2. In this game, the player findshimself as a soldier of an invasion that goes

    terribly wrong. The entire planet is hostile

    and even its ecosystem seems threatening,

    with its bugs and ever-dark and rusty brown

    skies. All the while, friendly forces are taking

    heavy losses and the player character loses

    friends himself. We may conclude that this

    game has a serious tone, is about loss and

    the heavy burden that rests upon the shoul-

    ders of the games protagonist. These ele-

    ments are reflected in the gameplay, which

    feels very heavy; your assault rifle swings

    slowly when you aim from left to right, the

    weapon recoil vigorously kicks against your

    characters shoulder and the entire display

    shakes slowly and violently when you run,

    all to induce the experience of a soldier with

    both heavy physical and emotional load.

    Now, lets shift to another end of the spec-

    trum and compare Killzone 2 and its mechan-

    ics with the popular Call of Duty game series.

    This series has found its success mostly in

    its innovative multiplayer and generally fast

    gameplay. The player takes on the role of

    mostly anonymous or shallow soldiers and

    races across the globe and firefights like a

    supernatural super soldier. You find yourself

    in situations ranging from nuclear missile

    silos and collapsing skyscrapers with the

    only thing really holding everything together

    being the overwhelming amount of fire and

    explosions. This game is about quick, action-

    packed sequences that focuses more on the

    aesthetic and joy of destruction than story

    or character progression. This is reflected

    in the gunplay by the flawless motion when

    moving your weapon from left to right, the

    incredibly fast reloading and the light impact

    explosions and weapon recoil appear to have

    on the character. Call of Duty and Killzone

    2 are two games within the same genre,

    but with a different concept, and as a re-

    sult, different gameplay. Killzone 2 focuses

    on heavy, more mature issues which cor-

    responds with a heavy feeling of weapon

    handling and movement. Call of Duty is about

    fast, action-packed sequences, which inte-

    grates with gameplay mechanics that feel

    more arcade-y, and generally, just really fast.

    The tweaking of parameters of basic game-

    play elements can create an experience that

    enhances and fits better with a game con-

    cept.

    One major part of the d ifferences between

    the two games I mentioned was the differ-

    ence between light and heavy. Killzone 2

    with its heavy gameplay gives the player a

    feeling that he is competent, but has to take

    into account this speed handicap; the player

    feels powerful, yet vulnerable at the same

    time. Call of Duty, with its lightning quick

    response, gives the player a more omnipo-

    tent feeling; when you can perform combat

    actions this fast, there neednt be much to

    worry about. Heavy and light gameplay in-

    fluence the feeling of competency and capa-

    bility the player has; or rather, the perception

    of weight and gravity does.

    When we apply the concept of gravity in

    relation to competency and capability to Lab-

    yrinth, many opportunities arise. I can link

    the amount of gravity and jump buoyancy to

    the different stages in the game, to express

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    one of Labyrinths underlying messages in

    a rather literal sense: get rid of your men-

    tal burden, empower yourself and enlighten

    your state of mind.

    Our real-world bodies are compressed

    with fat, muscles, sinews and organs. They

    are easy prey for the gravity that pins them to

    the ground, unable to escape its pull for more

    than half a second. However, in a game we

    are not just put into an avatar, but into a newexperience of weight. The game may allow

    us to live our escapist fantasies of flight, lev-

    itation and zero gravity. Mankind has always

    dreamt of leaving the soil we walk on. We

    dream of Heaven, a place in the skies where

    we float alongside God, with winged angels

    capable of flight. When we use drugs we ref-

    erence to the experience as getting high and

    when we dont feel good we feel down. In

    fact, depressed can also mean close to the

    ground, put down. Is it a coincidence that Hell

    is often someplace deep beneath the ground,

    as gravitys terminal station? When we fall

    down we may hurt ourselves, yet when we

    look from a higher place, we may see things

    from a new perspective. In their pursuit of

    wisdom and enlightenment, the monks in the

    Himalaya built their monasteries high in the

    mountains, so they could see far into the dis-

    tance and see the clouds moving through the

    valleys below them.

    Related to gravity is its inherent

    downward movement, whereas the escape

    of gravity and enlightenment may be more

    related to upward movement. This vertical

    progress, combined with the gravity settings,

    can be implemented into Labyrinth in the fol-

    lowing ways;

    1. Passage: normal gravity.

    2. Abyss: heavy gravity. Jumping lifts

    you only a bit off the ground and your

    airtime is short. Mostly downward

    movement, descending stairs and hills,

    falling down shafts and tunnels. Tall,

    narrow structures to make the player

    feel he is at the bottom.

    3. Journey: increasingly lighter gravity,

    longer jumps to make the player feel

    he is continually progressing further.

    Open environment.

    4. Blackout: jumping capability is com-

    pletely gone; the player is pinned to

    the ground.

    5. Summit: Very light gravity to no grav-

    ity at all.

    Labyrinth tries to offer to the player an

    immersive game experience in all aspects.

    Storywise, the player is led to a catharsis,

    with the gameplay elements evolving along-

    side the storyline. The gravity of the world

    and the gameplay controls adapt to each

    chapters setting, emotional message and at-

    mosphere. The players perception changes

    with the different response in gameplay, so

    that he may better feel and experience each

    different level. Overall, the player will find

    himself in a serene, dreamlike world that

    encourages exploration and engages the

    players mind and imagination with minimal

    game actions and controls. In this game, less

    gameplay may be more.

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    The impact of Labyrinth depends for a large

    part on the emotional response the game

    provokes with the player. This depends on

    multiple factors, of which one of the most

    important is immersion. I try to achieve im-

    mersion by offering a consistent game world,

    without incongruous visual cues and by en-

    gaging the players mind. This means that the

    player has to be able to connect to the en-

    vironment and be able to give meaning to it

    himself. In Labyrinth, the player experiences

    a journey through the subconscious, where

    he encounters situations that may seem like

    abstracted versions of reality.

    In the game, the player experiences a

    journey through his own subconscious. The

    subconscious is something that we arent

    even fully aware of, which makes it at the

    same time difficult as well as easier to visu-

    alize it. Difficult, because there is no gener-

    ally accepted and thus recognizable visuali-

    zation; yet it makes the process easier, too,

    because it allows for a wider degree of ar-

    tistic freedom. We can see the subconscious

    as a dream world, in which nothing is real

    and structures are constantly changing and

    bending the reality. A great example of a

    game that manages to pull this off is the re-

    cent DmC: Devil May Cry game. In this game,

    the player constantly shifts between the

    real world and Limbo, its perverted, trans-

    formed reflection. However, this approach

    requires many custom 3D-models to be de-

    signed; something that is simply not possible

    with my means and given time. Also, its en-

    vironments are usually designed as staging

    areas for fighting waves of enemies, which

    does not suit my gameplay at all.

    However, in the subconscious I intend to

    implement abstracted versions of reality. It

    is in that abstracted way that I wish to con-

    tinue.

    The human mind can be imagined and vis-

    ualized in many ways. I have decided to rep-

    resent it as an architectural landscape, with

    different environments representing differ-

    ent parts of the (state of) mind of a person.

    The player has to be able to connect with the

    environment and give meaning to it in order

    to lose himself in the game. Therefore, I have

    decided to keep the style as minimal as pos-

    sible. I have deliberately chosen not to try and

    mimick our real world. I believe that when

    we are shown a picture that tries to come

    as close to reality as possible, we start look-

    ing for artifacts and small things that identify

    that picture as being artificial. Because there

    is nothing for the player to imagine (parts of)

    the world he is shown, the mind uses thispower instead to define the environment

    as fake, resulting in a loss of immersion.

    Instead, I want to create an almost surreal

    environment, devoid of those elements that

    we see in our everyday lives. By creating

    such a deliberate artificial environment, the

    player is thrown off balance, may want to ex-

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    plore and immerse himself in this world that

    he has never seen before. I do not wish to

    portray all the familiar elements we encoun-

    ter in our daily lives; furniture, recognizable

    structures and buildings, people, plants etc.

    Instead, I want to merely suggest their exist-

    ence in the game world by providing sound,

    color and other elements we normally link to

    these entities. By providing all proof of these

    things being there, but there are not visible,

    we may try to imagine them being there.

    When we try to imagine those items being

    there, we may lose ourselves in the environ-

    ment, even though it is purely virtual. I want

    to make use of this paradox; when a surreal

    world is seen as more real and vivid than a

    realistic world.

    The Modernist movements and architects

    of the 20th century deliver a perfect blend

    of minimalism, abstract and usability for

    the architectural, surreal landscapes I wish

    to create. The villas of le Corbusier between

    1923 and 1934; the Bauhaus masters Walter

    Gropius and Mies van der Rohe; the works

    of Richard Neutra and their contemporary

    counterparts, in more particular the Japa-

    nese architect Tadao Ando.

    Their view on aesthetics, where beauty

    is derived from the structure of the building

    and the bare construction materials, their of-

    ten rectangular shapes (and use of prefabs)

    offer not only a very characteristic style and

    more abstract surroundings, but are also

    easier to create in 3D software. By using only

    a limited color palette and material selec-

    tion, comprising mainly bare walls, concrete,

    steel and glass, I will have to spend less time

    on creating the environments. Instead, I will

    be able to focus more on the ambiance and

    mood of the environments through post-pro-

    cessing effects such as god rays, fog, depth

    of field, color grading and light and shadow

    compositions.

    Some games have already taken this ap-

    proach, with good results. Fine examples

    are Assassins Creed: Revelations (AC:R) and

    Mirrors Edge. AC:R contains several chap-

    ters in which the protagonist moves through

    his own personal history, or the history of

    project 16. Concrete, cyber elements and the

    mixture of geometric structures with nature

    to create surreal landscapes are used to

    great effect to achieve the feeling that you

    are in a computer program inside your head.

    Mirrors Edge takes place in a dystopian fu-

    ture where the protagonist moves through

    a future, all-white city with some brightly-

    colored elements. In downloadable content

    released for the game, the world is further

    abstracted into only geometric shapes with-

    out any texture or element that relates to the

    real world. In both games, this approach led

    to a special kind of immersion experienced

    by the player.

    To create the best immersive environment

    that represents the subconscious the player

    travels through, I will create abstract archi-

    tectural landscapes inspired by the 20th cen-

    tury Modernism. I believe this approach best

    fits my concept and is also easier to create

    with my current skills in 3D software and the

    timeframe we have for this project.

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    M O O D B O A R D S

    I created several moodboards to enhance my vi-

    sion for Labyrinth. They also provided with me

    with a reference for the eventual level designs.

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    1 . 1 . N U M B E R O F L O C A T I O NS

    In Labyrinth the player will travel through

    three different stages, inspired by Dante

    Alighieris journey through the underworld.

    In Dantes Divina Commedia, these three

    worlds are Inferno, Purgatorio and Paradiso.

    I would like to recreate my interpretation of

    these three worlds as well in the context of

    the game.

    In total, there will be six locations, one per

    story chapter.

    1. Stasis

    2. Passage

    3. Abyss

    4. Journey

    5. Blackout

    6. Summit

    1 . 3 N U M B E R O F N P C S

    The game will not feature NPCs that can be

    interacted with.

    1 . 4 N U M B E R O F W E A P O N S &T O O L S

    The game will not feature weapons, nor

    tools. The only thing the player really has to

    do is navigating his environment. (Less isMore Gameplay)

    1 . G a m e o v e r v i e w : P r o j e c t S c o p e

    2 .1 G A M E P L A Y

    Game progression

    The game progresses in a linear fashion.

    When the player has come to the end of a

    level, he is transported to the next level.

    Objectives

    The objective of the game is to give the play-

    er the idea that has the power and capability

    to overcome a depressive thinking pattern.

    The player will overcome challenges and

    puzzles represented abstracted situations of

    his daily life.

    The game will progress in linear structure,

    where the player will have to reach the end

    of a level in order to progress to the next one.

    2 . 2 M E C H A N I C S

    What are the rules for the game, both implicit

    and explicit. This is the model of the universe

    the game works under. Think of it as a simu-

    lation of a world, how do all the pieces in-

    teract?

    Physics

    Labyrinth places players inside their own

    mind. In this dreamlike world, not all the laws

    of physics have to apply, although I think it

    is important to have players inside a world

    with ordinary physics for the better part of

    the game; if the game becomes too unreal-

    istic it might affect the level of immersion

    they feel.

    In the game, I may play with gravity (high,low and zero gravity, or changes of the direc-

    tion of the gravity) and walking against walls

    to create interesting gameplay scenarios.

    Movement

    General movement

    In the first-person perspective, the player

    2 G a m e p l a y a n d M e c h a n i c s

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    has the freedom to walk, look around, jump

    and run.

    Other movement

    The player may jump onto platforms, float

    around or fly in zero gravity situations. These

    are simply controlled by the game engine. I

    may implement swimmable water volumes.

    The player may also move on moving objects.

    These objects can be elevators or platforms.

    Objects

    Picking up objects

    There wont be an inventory the player can

    carry around in the game.

    Moving objects

    Some objects can move after triggering an

    event; other objects can move when the

    player touches the object.

    Act ion s

    Switches and buttons

    Throughout the game, the player will enter

    environments with challenges that will re-

    quire player interaction to overcome thesechallenges. The player may have to move

    to and stand in defined areas to trigger an

    event.

    Picking up, carrying and dropping

    I do not see the need to relevance of this

    function in the current game and have there-

    fore left it out.

    Talking

    Labyrinth will not feature conversations.

    However, there will be certain points in the

    game when a voice-over will deliver spoken

    text in the form of a monologue to drive the

    story forward. Some environments will also

    have ambient dialogue, i.e. whispers, laugh-

    ter, chatter etc. without revealing the origin

    of the sounds.

    Reading

    There will be moments in the game when

    (shards of) text are shown. However, there

    wont be large amounts of text present in the

    game.

    Combat

    The game will not exhibit combat - however,

    the intention is to give the player the feeling

    that hes fighting something (his depressive

    thinking) without displaying literal combat;

    its more like fighting the world youre in, the

    fight to push forward.

    2 . 3 R E P L A Y I N G A N D S A V I N G

    Labyrinth will provide multiple checkpoints

    throughout the game. These checkpoints will

    generally be placed after a certain amount

    of distance has been travelled, before, in or

    after a challenge. A checkpoint is essentially

    a location where the player can spawn. When

    a player reaches a checkpoint, this spawn

    point is activated and should the player fail,

    he will spawn at the latest checkpoint.

    The engine allows for a manual save sys-

    tem to be implemented, however, this is sim-

    ply too much work for me to implement right

    now.

    2 . 4 C H E A T S A N D E A S T E RE G G S

    The game engine has an in-game console

    that allows for command input. These are

    used mainly for debugging but also for taking

    screenshots. It also contains several com-

    mands that can be seen as cheats. Examples:

    God (god mode), Fly, Ghost (go through walls

    and fly) etc. It is possible to dynamically im-

    plement these commands in the game (when

    the player activates a trigger).

    There are and will be no real easter eggs.

    3 . I n t e r f a c e

    3 .1 V I S U A L S Y S T E M

    HUD

    The game will not feature a HUD. I believe

    that a HUD detracts from the experience, as

    it shows you information and visual cues you

    would not normally see in the real world or

    in this particular virtual world; it is an incon-

    gruous visual cue. I think that implementing

    a HUD may therefore cause a loss of immer-

    sion for the player. When some contextual

    actions are required, the game may display a

    subtle hint in the form of text.

    Menus

    I had envisioned two different menus for

    Labyrinth.

    1. Main menu

    The main menu is the menu that is

    shown when the game is started.

    Resume playing (from the last reached

    checkpoint if possible, otherwise will

    go to current state Limbo Labyrinth)

    Start a new game (if I have the time)

    Options: screen resolution, no de-

    tail options for geometry and texture,

    choose DX9 or DX11 render mode (may

    or may not implement this)

    2. In-game menu

    When the player presses ESC this menu ap-

    pears. The game is not paused; instead, the

    menu is shown as a discreet overlay of the

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    current game world.

    Resume playing

    Return to main menu

    Options (see main menu)

    Quit game. Exit Labyrinth and return

    to desktop.

    Rendering system

    3D Rendering

    The in-engine UDK Lightmass system han-

    dles the rendering of all 3D objects. It allows

    for high-quality precision lighting on static

    objects via pre-rendering all static lights and

    shadows. Dynamic real-time shadows and

    post-processing, including (screenspace)

    ambient occlusion are standard as well. It

    is possible to import pre-baked lightmaps in

    the engine, but this is not useful for me.

    In-game graphics

    Menus can be rendered by the game engine

    in various ways.

    1. Native coding (via Kismet or Unre-alscript) - quite easy and robust, yet

    not very graphically refined. There is

    some documentation available and the

    process is quite easy.

    2. Scaleform / Flash - The entire pow-

    er of Flash can be utilized, including

    3D menu effects, via Scaleform. It is

    integrated in the game-engine, more

    powerful, yet requires ActionScript 3

    knowledge.

    3 . 2 C O N T R O L S Y S T E M

    The player can control the game via the

    game-standard WASD keyboard combina-

    tion and may use the spacebar to jump. The

    mouse can be used to look around, the Eserves as action key and SHIFT to run. The

    engine supports the Xbox360 controller for

    Windows as well. Left analog stick for look-

    ing around, right analog stick for movement,

    A for jumping, and left analog stick press to

    run.

    3 . 3 A U D I O

    Ambient sound effects and sound cues will

    be used in the game, as well as action-spe-

    cific sounds. These sounds are the sounds

    the player expects when he interacts with

    the world, and are therefore required to im-

    prove the player immersion.

    Player sounds

    Walking

    Running

    Breathing and panting

    Jumping

    Object sounds (differs per material)

    Grinding

    Falling

    etc.

    Ambient sounds

    Whispering

    Laughing

    Chatter

    Traffic

    White noise

    Footsteps

    Wind and other environmental sounds

    etc.

    I will use the BBC sounds library to acquire

    these sound effects.

    3 . 4 M U S I C

    I may add a musical score at some part in the

    game, but I will have to test it to see if this

    adds or detracts from the experience.

    3 . 5 H E L P S Y S T E M

    In the very beginning of the game, some mes-

    sages may be displayed onscreen to help the

    player familiarize with the control scheme.

    However, since the target group consists of

    persons who are likely to play games, I as-

    sume most people will already know the con-

    trol scheme. I will not provide a tutorial level,

    unless testing proves me wrong.

    4 . A R T I F I C I A L I N T E L L I G E N C E

    There will be no NPCs or AI present in Laby-

    rinth. Instead, there will be scripted moments

    of interaction that do not require AI coding.

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    5 .1 T A R G E T H A R D W A R E

    Most likely I will be unable to fully optimize the game, which means that the game is recom-

    mended to be run only on more recent computer systems. The game is made using the UDK,

    the non-commercial version of the Unreal Engine 3, which offers support for Windows (XP

    or higher), Mac OS X, Playstation 3 and Xbox 360, although the latter two require developer

    licenses and developer consoles from their respective manufacturers.

    Although Labyrinth will use some DirectX11 effects such as bokeh depth-of-field, it can be

    easily adapted to run on DirectX9 systems and OpenGL by using a non-bokeh depth-of-field.

    WindowsXPSP3orhigher,MacOSX10.6Lionorhigher

    Quad-coreCPU

    NVIDIAGeforce8800orhigher(orAMDequivalent)withDirectX11

    2GbRAM

    3GbHDDSpace

    The engine supports iOS as well. However, the Mobile OpenGL renderer differs a lot from

    the DirectX and desktop OpenGL counterparts and has different behavior in e.g. shadow

    system and material editor. I will also have to take into account the lower performance and

    memory specifications of mobile devices. If I would ever develop the game for iOS, it would

    cost me a few extra months to fully optimize it for the mobile device; I may even have to alter

    the gameplay to suit small touchscreens. However, it is definitely something to keep in mind.

    Maybe when the project is finished, I will create an iOS version as an SDL activity.

    The commercial version of the engine also offers Flash support, making the game device

    agnostic and offering unprecedent distribution options. However, I work with the free non-

    commercial version of the game and bandwidth issues for a multiple gigabyte game would

    create additional problems.

    For now, the game will be compatible only with Windows.

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    5 . 2 D E V E L O P ME N T H A R D W A R E A N D S O F T W A R E

    Hardware

    Labyrinth is developed on my university-issued 2011 Lenovo Thinkpad W520.

    IntelQ2760M2.0GHzquadcore

    NVIDIAQuadro1000M

    4GBDDR3RAM

    1600x900LCDdisplay

    The Quadro GPU is the main bottleneck of the system. I have tried playing games on it and

    although it is a capable card, it is not meant for gaming. DX11 performance is the equivalent

    of a current GPU entry model (NVIDIA GT550M). Additionally, the laptop cooling is insuf-

    ficient. When playing games, the GPU may reach 90C after which it underclocks to prevent

    hardware damage. This downthrottling from 900MHz to 12MHz results in framedrops down

    to 1-5fps for several seconds. For some reason, this appears to occur more with Unreal

    Engine games than with games created with other engines. For example, Crysis 2 ran with

    console-like framerates of 25-30fps at native 1600x900 resolution at high spec. For reasons

    I have been unable to find out yet, the UDK, which utilizes the Unreal Engine, doesnt seem to

    overheat my system (yet..) although performance with complex scenes can become a little

    sluggy. Another bottleneck is my 4Gb RAM; 8Gb is a more realistic requirement for game

    creation (16Gb is ideal when designing really big worlds). The 5400RPM harddrive isnt great

    either, but suffices for the most part.

    Software

    The software I have used in the development of Labyrinth:

    UDK(UnrealDevelopmentKit):gameengine

    Photoshop:texturecreationandbasicediting

    nDO2:texturecreation,especiallynormalmaps

    I have found pen and paper to have been the most important assets in development, be-

    sides the game engine itself.

    5 . 3 D E V E L O P M E N T P R O C E D U R E S A N D S TA N D A R D S

    I have developed a certain working flow while working on Labyrinth.

    1. Design level - Draw level and imagine the gameplay. This results in a map with details

    of the events, encounters, and how it looks.

    2. Rapid whiteboxing in engine - Using BSP brushes, the essential geometry of the level

    is created in the engine.

    3. Gameplay - Basic gameplay elements are added to the level; not only challenges, but

    also the environment that allow the player to pass through at an optimal pace. Fast

    iteration and testing to ensure gameplay, interactive elements and gameflow of the

    level is correct. The level must simply work.

    4. Additional detail, texturing and lighting - Extra geometry is added to provide more

    interesting and complex environments. The BSP blocks are textured and the lighting is

    setup properly to enrich the scenes and provide a greater sense of immersion.

    5. Post-processing- Adds the extra eye candy that really breathe life and character into

    the scene.

    Bloom; god rays; light shafts; depth of field; color grading; advanced shadows; more com-

    plex shaders for the materials (distortion, refraction, reflection; these are all optional); time

    of day effects; decals; fog etc. This phase has the possibility to go on forever, and must beworked on mostly near the end of the process

    5 . 4 G A M E E N G I N E : U D K

    Labyrinth will be built using the UDK. The Unreal Development Kit is the editor environment

    for the public using the renowned Unreal Engine 3 toolset. It is available for free for non-

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    commercial use and deployment on Windows, Mac OS X and iOS. The difference between

    the UDK and the Unreal Engine 3, is that although the UDK grants the same toolset used

    by AAA developer studios, it does not grant access to the C++ source and thus cannot be

    modified or extended with plugins. The commercial version of the UDK grants the possibility

    to sell games for a one-time 99$ fee, royalty-free until 50,000$. The engine fully supports

    Playstation 3 and Xbox360, however in order to develop for these platforms the respective

    manufacturers have to grant you access to developer accounts and console development

    kits. Afterwards, deployment to these platforms is possible.

    The UDK offers robust and tested tools for the creation of both interior and grand outside

    scenes. With built-in global illumination, real-time dynamic shadows, DirectX11 features suchas depth of field, APEX clothing and tessellation, incredible eyecandy can be created. It also

    has a built-in physics system powered by NVIDIA PhysX that allows for easy implementation

    of physics and the creation of interactive high-quality water. Programming games can be

    done visually using flowcharts in Kismet, or can be written in the Java-based UnrealScript

    language. Geometry can be imported in many ways, however, my art style suffices with the

    built-in whiteboxing capabilities of the engine. The whiteboxing tools, or BSP brushes, offer

    the opportunity for rapid geometry creation and prototyping. The material editor supports

    diffuse, normal, specular and bump maps. It offers incredible flexibility to create almost any

    material possible. There is a wide array of post-processing options to enhance scenes and

    achieve the desired effects or look.

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    / P R O G R E S S O F G A M E /B U I L D S T A T U S

    I knew that it was impossible for me to com-

    pletely build Labyrinth the way I had intended

    to. Therefore, for the game that I wished to

    show at the Final Exhibition, I chose to focus

    on the beginning of the game. I thought this

    was the best way to introduce the game; I

    had played game demos from major publish-

    ers before and their demos always startedwith the beginning of the game (although

    they probably do this mostly so they wont

    spoil the game for the player).

    I have built the first chapters of the game;

    Stasis and Passage. Passage is not yet ful-

    ly completed, as it lacks the transition into

    Abyss. Other areas have been envisioned

    by me, but not yet built. I lacked the time to

    create custom game menus, as I gave game-

    play and levels priority. For the story, I have

    recorded myself several parts of voice-over.

    However, I lacked the time to fully implement

    them into the game, as sound editing in the

    engine wasnt as straightforward as I had

    thought. I have not been able to implement

    the BBC sound effects for the same reasonas well as conversion issues.

    The December 2012 (final exhibition)

    Build of Labyrinth has been compiled into a

    .EXE installer for convenient distribution and

    evaluation.

    / U D K D E V E L O P M E N T

    Although I had a fairly solid development

    process, as can be read in section 5.3 of the

    previous chapter, development was night-

    marish at times. Although the UDK is almost

    an industry standard in the field of current-

    gen game engines, it was not completely

    built to fulfill my particular needs.

    The UDK is meant as a game engine only

    and should not be used extensively as a

    primitive 3D editor. Although it has support

    for whiteboxing, primitive 3D brush editing,

    it is not optimized for the task. However,

    since I wanted to limit the learning curve

    needed for Labyrinth, I had decided to rely

    solely on the UDK and create all my levels

    using brushes. As the whitebox complexity

    increased as I progressed in the level design,

    so did the instability of the engine. Perfor-

    mance drops made level creation ever more

    slowly and often the UDK would suddenly

    crash. Later on I learned ways to optimize

    the 3D brushes I made using whiteboxing,

    however, I learned this very late in the pro-

    cess. I guess that the time that I have lost is

    approximately half of my complete develop-

    ment time, because of dropped performance,

    crashes and the resulting erased progress. It

    is fair to say that the process has been whol-

    ly inefficient. It was only when I had learnt

    the tricks to optimize whiteboxing that these

    time losses were cut to under ten percent of

    development time.

    TOP: Stasis

    BOTTOM: Passage

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    Fortunately, other aspects of the en-

    gine were absolutely amazing and wonder-

    fully fast. Creating animations was a fairly

    straightforward task, as was applying post-

    process filters. Gameplay iterations can be

    made fast and the lightning-fast post-pro-

    cessing really gives atmosphere and a dis-

    tinct feeling to each level.

    Should I continue development of Laby-

    rinth in the future, I will seriously considerlearning dedicated 3D software to create

    (more complex) assets for my level design.

    Anything else, the UDK offers a reasonable

    development experience with outstanding

    game visuals. Even though I had hoped to

    limit development time by utilizing a very

    minimalist art style, the environments were

    still very complex since they were built in

    3D. I think the most important lesson I have

    learned in this aspect is that the amount of

    time needed to build a few simple levels is

    much larger than I had originally anticipated.

    With my current knowledge I estimate the

    time I need to build a level for Labyrinth in a

    normal work week is about 1,5 month.

    / F I N A L E X H I B I T I O N

    For the Final Exhibition, I had intended to

    show off a demo of Labyrinth, i.e. show a

    few of the levels instead of the entire game.

    I thought that this approach was possible for

    me to develop and still get people to get a

    feeling of the experience. I developed Sta-

    sis and Passage and connected the levels

    to each other. I also implemented Xbox 360

    controls, so people would be able to play the

    game on the television without having to use

    a mouse and keyboard on the couch. For the

    Final Exhibition, my main target was to see

    if people would enjoy a game with limited

    gameplay, enjoyed the art direction (VOID;)

    and would get a good perception of the final

    intended experience. I had intended the Ex-

    hibition as my first real user test.

    During the Exhibition, I received a fair

    amount of visitors. I received plenty remarks

    on the looks of the game; many felt it was

    similar to either Assassins Creed or Mirrors

    Edge. The challenge in the passage level

    with the moving platform was experienced

    by many as too difficult. Another thing I no-

    ticed was that people were struggling with

    the general video game controls. There was

    a clear split between gamers and non-

    gamers, i.e. people familiar with current-gen

    computer and console games. The gamers

    played the game a tad faster than I had in-

    tended, whereas the non-gamers progressed

    with much difficulty; the analog sticks of the

    Xbox 360 posed a big challenge for them

    and they were often disoriented when they

    mistakenly adjusted the player camera. The

    lack of a musical score was also noted, as

    this could add considerably to the overall at-

    LEFT & RIGHT: Passage

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    mosphere and story of the game. The most

    important feedback I received, however, was

    about the entire demo. Because I had shown

    only the beginning of the game, visitors were

    unable to comprehend the entire story and

    gameplay development of the game. It would

    therefore have been better if I had shown

    snapshots of the game, i.e. show the first

    level, than a level in the middle of the game

    followed by the final level. Had I done so, the

    entire game concept may have been bet-

    ter comprehended and experienced. Since

    Labyrinth is a game that is focused more

    on the journey than the final goal, this ap-

    proach would have fitted the game much bet-

    ter. Now, people were sometimes unable to

    grasp the overall concept and picture of the

    game.

    Out of the feedback I received during the

    Final Exhibition, I was able to draw several

    conclusions.

    Aesthetics: Overall art style was

    praised, although some felt it was

    similar to Assassins Creed and Mir-

    rors Edge. Some environments could

    be even more abstract, e.g. with more

    floating, surreal geometry. The envi-

    ronment also invited to explore, one of

    the main goals of the concept. Visu-

    ally, the game was very positively re-

    viewed.

    Gameplay: The difficulty of the chal-

    lenge was too hard. I should better test

    and tweak challenges next time.

    Story: Overall story progression could

    not be indicated from the game. More-

    over, without my commentary, people

    would likely not have known what to

    do. I should better indicate story pro-

    gression. I can do this via voice-over,

    but also by implementing floating text

    or text projected on objects. I believethis would not be an incongruous vis-

    ual cue, it may even feel as if the game

    world is talking to you.

    Accessibility: If I want to make the

    game more accessible to non-gamers,

    I will have to research how these peo-

    ple normally play games. A fine way

    to test this would be to let them play

    different, existing games and find out

    how they react to the instructions and

    hints the game offers. I can then also

    watch the way they play and adapt the

    game levels to these results to create a

    game that is enjoyable for both gamers

    and non-gamers. Another challenge

    would be distribution and awareness

    of the game for non-gamers; however,

    that is an entirely different topic.

    Music: I should try to implement mu-

    sic next time. It really adds a lot to the

    game atmosphere. However, I believe

    a true musical score may be an incon-

    LEFT & RIGHT: Passage

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    BOTTOM: Passage (contd.