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Experimental Games

The Binding of Isaac: Study

The Binding of Isaac Intro:

The Character is named Isaac, and the game’s title takes inspiration from the biblical parable of the binding of Isaac, wherein Abraham sacrifices his one and only son to prove his sworn fealty to God. Alongside the gruesome visuals, the game’s aesthetic embodies a religious aspect to it. The Mother – the main antagonist locks Isaac in his bedroom while also taking away his possessions i.e. toys and clothes, she sees this as “corrupting agents”. The Mother was simply inspired by her religious programmes and inevitably led her to do these actions.

 

The Aesthetic:

When playing the Binding of Isaac, the player is taken through a plethora of gruesome images, giving of sense mental and psychological breakdown that the character is going through. The colour palette chosen for this game is mainly Red. Association with this colour includes threat, anger, violence as well as sacrifice. When getting inside the game, the character is immediately thrown into the basement to do “God’s Work”.

The Main Protagonist, Isaac, seems out of place in the game’s environment; this is where the traumatic aesthetic comes into play. Isaac, as you may know, is a child abused by his mother due to religious fanaticism, the images you may see within the game are the sort of graphic memory a child would want to repress.

After beating Isaac’s mother, the player will progress through the chapter called “The Womb”, this is where all the enemies will increase all damage from a half heart to full damage, nonetheless this level overall environment is beyond gruesome; the colour red also comes into contrast with the threatening and uneasy feel when entering this level, walls are coloured a “bloody” red with flesh; almost pulsating in motion – a true horrific experience.

This “Womb” Chapter symbolises a “Rebirthing”, Isaac must go through this level in order for him to claim his life and to finally be “Reborn”. Another religious aspect that could provide the player some advantage to passing this level is by having an ability called “The Wafer.” This obviously is a reference to the Body of Christ – by having this ability, the damage will be reduced from full heart to a half heart, this gameplay aspect pertains to the player to “seek salvation” or “forgiveness” to the Lord.

Finally, another gameplay mechanic I would like to mention is the ability to take down enemies with tears, this unique style of combat is essentially the power of childhood trauma. Instead of repressing the trauma, Isaac “lets it all out” on the enemies, his tears symbolises sadness and trauma and this game simply showcase how powerful it can be when a child experiences such horror.

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The Shelter: Two-Page Pitch

The link below is my personal 2 page pitch and my idea for an experimental game, it is a psychological thriller/horror interactive puzzle game called The Shelter.

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The Design Documents

The three links below consist of the Greybox game GDD, this game has only two levels and features 2 abilities: to cange colour depending what time of day it is as well as an "X-Ray Torch". The second GDD is the inital draft, which consist of features that have not been implemented into the final game and finally, the third is the Final GDD, which consists of 4 levels, and three new abilities: colour changing effect, The xray torch and a new ability to scan the area. 

GDD Greybox

Below is the link to our team's greybox game:

GDD Final Draft

Below is the link to our team's GDD of the final game, within it is the game's 2 page pitch, summary, changelog, screenshots and mood boards. It is a complete overhaul from the previous GDD.

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GDD Initial Draft

Game Teaser and Gameplay Video

The videos below are the teaser and gameplay video for Wanderer/Traveller, the game consists of 4 different levels, one of the apartment, a desert level, fantasy level and finally the cyberpunk level. the premise of this experimental game is to showcase different worlds the player can travel to that will completely take them out of their element!

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Xray Torch script screenshots

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Colour Changer script screenshots

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Scan Area script screenshots

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In-Game screenshots

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Appendix

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The Development Team

  • John Sirilan: Developer, Documentation

  • Josh Da Silva: Documentation, Concept Artist

  • Kyran Rai: Documentation, Concept Artist

 

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