Interactive Narrative Design - Week 10

               

19/11/2025 - 26/11/2025 / Week 10
ChenYuhan / 0378131
Interactive Narrative Design/ Bachelor of Design (Honours) in Creative Media / Taylors University
Week 10


TABLE OF CONTENTS





INSTRUCTIONS


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WEEK 10



2. What were the highlights of this experience?

I found that neither game required any dialogue or explicit objectives—pure exploration and atmosphere were enough to immerse the player.
Hendecad is a constantly changing, surreal world, while Somewhere is a space between the everyday and reality.
The ambient music and sound effects in both games are perfectly integrated.

3. What aspects were simple yet impactful?

Lighting as a narrative tool: The peculiar colored halos in Hendecad, and the glaring parking lot lights and warm balcony lighting in Somewhere—all guide the player's attention without relying on a user interface.
Interactive props provide immediate feedback: the cigarette in Somewhere (lit → smoke → flicked away, accompanied by realistic burning sounds) and the scalable candy/TV in Hendecad.
Ambient sound effects—the distant rumble of a train, the sound of wind, footsteps, and soft, low-fidelity music.

4. How does the environment tell a story?

Hendecad: It utilizes a completely abstract dreamscape—upside-down houses, candy towers, and a television playing background music. Everything seems bizarre and surreal.
Somewhere: ​​Classic transitional spaces evoke nostalgia and loneliness. Gazing at the moon triggers mild hallucinations, and tranquility is gradually replaced by subtle unease, making the environment a reflection of the protagonist's changing perceptions.

5. What kind of emotional atmosphere do the games create?

① Hendecad: A whimsical, joyful, and slightly eerie dream state.
② Somewhere: ​​Peaceful and serene, healing, with a hint of melancholy.

6. What lessons can you learn from these games and apply them to your own projects? 

I will use lighting and environmental triggers as the main narrative tools. For example, I will add glowing elements to my mushrooms to guide direction, or add particles to attract attention.
I will add props to my projects, such as objects that can be picked up, to enhance interactivity.


FEEDBACK

Summarize and understand what needs to be done this week. There's no need to add tedious animations; focus on the tasks at hand. For example, you could add more storylines and enrich your map, as it's currently too monotonous.


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