Fall in love simulation

 
 
 

About Inferis

DigiPen DES356 Class

Year: 2020

Team: Individual Project

Engine: Unity engine


Project Concept

Inferis is a Kinesthetic design project focusing on creating a functional environment and UI for a 3D simulation game.


Game high concept

Fall in love is a first-person exploration game where players take a role of a high school girl who will go through their first time experiencing love. In this game, players will experience the moment of falling in love at first sight with a ‘sempai’ (Japanise for school seniors) in the spring.

Game Spec Overview

GAME ENGINE: Unity engine version 2020.1.4f1

GAME TYPE: 1st person exploration

GENRE: Realistic, Shojo manga

MOOD: Dreamy, realistic, young/school-life (Asian country)

ART STYLE: Cartoony, Japanese Anime, Gritty realism

MUSIC/SFX STYLE: Dreamy, magical


Kinesthetic Flow Concept

Keywords

  1. Dreamy/Lovely

  2. Fuzzy (Butterfly in your stomach)

  3. Excitement

Summary

  In fall in love, we will be focusing on emulating the experience of how falling in love feels like. Got a butterfly in your stomachs. The thing around them was blur like the whole world is only two of them, the heart that beats so fast it's felt like it's going to burst. By paying attention to camera angle and light effect, we can create the aesthetics that mimic the feeling of falling in love moment in the dreamy and fuzzy part. Using sound effects, background music, and particle effects of building up tension and excitement.

DES365_Project03_PatYimtae 6_22_2021 1_30_51 AM.png

Player Movement/Controller

In a normal state player controller, it should be straightforward, and just like any other RPG game, I want the player to feel comfortable just walking around the world with the default movement. I want to keep it very small for the kinesthetic element because changing movement speed or control might pull players out from the current flow of their experience.

Kinesthetic Element 1 – Slow down

Slow down is the element that happens in the story when the player is nearly out of stamina, and the world element starts to look slower as well as player movement.

Kinesthetic Element 2 – Ba-dum

When the player screen turns pink, and the heartbeat sound effect was played, the controller will start shaking/ rumble.

DES365_Project03_PatYimtae 6_22_2021 1_28_57 AM.png

Camera

Kinesthetic Element 1 – Blur vision

When the player is nearly low stamina, they will first experience the blur on their vision created with a post-processing effect.

Kinesthetic Element 2 – Shaking

As the player nearly pass-out the camera will start to shake faster and faster.


Audio

Audio will contain 2 main types of sound effect feedback: an interactable sound effect corresponding to player control and the situational sound effect corresponding to the heart effects. The game will also have background music and ambient, aiming to give players a sense of reality and build up emotion in each scenario.

Kinesthetic Element 1 – Surface sound feedback

Surface sound feedback change depends on what surface the player is walking over: hard surface, wet surface, and soft surface.

Kinesthetic Element 2 – Ba-Dum sound effect

This sound effect triggers when the player is within the area of ‘Sempai’ to simulate the heartbeat you get when you are in a very nervous situation like standing near your crush. And around the time before pass out to simulate the exhaustion of the player.

Kinesthetic Element 3 – Background music & ambiance

Depending on the situation player is in, the background music will change to match the emotion player is meant to feel.


Visuals

Just like how the Yandere simulator uses the camera effect to represent the emotion of the main characters, my game also contains many camera filters using post-processing effects to switch between each emotion.

Kinesthetic Element 1 – Grayscale

This kinesthetic element is used mainly to portrayed negative emotions such as heartbreak, fear, or exhaustion.

DES365_Project03_PatYimtae 6_22_2021 1_30_31 AM.png

Kinesthetic Element 2 – Sakura particles

Sakura particle effects are an environmental effect meant to give the world dreaming and lively aesthetics, just like a dust particle in many games.

DES365_Project03_PatYimtae 6_22_2021 1_30_05 AM.png

Kinesthetic Element 3 – Pink filter

This kinesthetic element is used mainly to portrayed positive emotions such as falling in love.

Kinesthetic Element 4 – Heart particles

This particle effect is corresponding to the heartbeat sound and the rumble controller. This effect happens when the player is nearby ‘Sempai.’

DES365_Project03_PatYimtae 6_22_2021 1_30_51 AM.png

Research & Reference

Yandere simulator

Yandere simulator is an RPG game where the player is playing as a high school girl who falls in love with this boy, but with her mental complex, she has a very aggressive way of showing her love and taking care of her competitor. This game has a very traditional Japanese art style (anime) and contains a lot of violence.

I chose this game because it has very great camera effects that help emphasize the characters’ complex emotions, making it easier for players to understand what our character is feeling right now. What interests me about this game is that this camera effect is good enough to deliver a very complex emotion that, most of the time, we don't usually feel daily.

Genshin Impact

Genshin Impact is a hack and slashes open-world RPG game with a very stylized Asian itch-ish art style. What interests me about this game is that almost everything in the environment is intractable and always gives feedback to the player no matter what. These small details would help the player if you attached to the game, and with a lot of animation, every action player did feel very smooth and real.

Genshin Impact 6_15_2021 4_34_33 PM.png

Dishonored 2

Dishonored 2 is a first-person combat game with many kinesthetic elements on camera while the player focuses on the target or when the player moves. I'm using Dishonored 2 as my final marketing research because even though the game genre was the opposite of my game, the camera effect can be used as a good reference to my game. this camera effect will help increase tension and excitement for the player during the short amount of time that the effects have been called

dishonored-21.jpg