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(TSfO/2018)'In game' dialogue screenshot.

This is the final ingame mockup I made for the dialogue. I wanted the character art to be prominent (also animated). By going to a whole separate screen the player can focus on the text and there is enough room to display your choices. Previously I had mockups where I played around with dialogue boxes and the portrait positions(which included the Main character portrait) while the player remained in the game area. Like with some classic point and click games. But that was not ideal for having a lot of text; no room and too many distractions on the screen.

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Some of the main visual work from my Graduation project. I was designing a Point and Click Adventure Game (with a heavy focus on dialogue and consequence of choice.) set in the post-WW2/ Stalinist period of Poland. The artstyle has been heavily influenced by certain polish styles and artists (Jan Matejko, Zofia Stryjeńska, Classic Poster Art, traditional woodcarvings. etc) to give it somewhat of a distinct feel. It is very colourful to contrast the grim subject matter of the story.

The city and characters of this story are entirely fictional but their circumstances are based on real history. It was a game designed with the intention to teach history in a fun and interactive way. Each character would symbolise an aspect of this time period, such as 'Censored Religion' or 'Cursed Soldiers'. The game would also reference Polish/Slavic traditions and other periods of Polish History.

There are a variety of endings to this game, including ‘Game Over’ –endings if you mess up a Quest. Your main ending will be determined by your choices in faction and quest, as well as how you treat certain characters.

Mockup after some edits.

Mockup after some edits.

First Version of this mockup.

First Version of this mockup.