RESEARCH IN GAME
The game explores the topic of digital emissions and their environmental impact, presented through a point-and-click adventure designed to support self-paced, curiosity-led learning. By simplifying complex research into digestible 2D elements, players can interact with content in small, accessible fragments that will expand further in the completed version.
Interactive Learning Approach
This format empowers players to engage at their own pace and in their preferred learning style. The design targets young adults and their younger siblings to learn together — age groups shown to be the most active users of digital platforms — with the aim of making environmental topics more relatable and engaging.
Research & Inspiration
I gathered both qualitative and quantitative data through surveys to guide the game’s development. Inspiration was drawn from a mix of digital artworks, performance pieces, and online browser-based and other indie digital games that address similar themes or use interactive learning to convey complex subjects.
Ironically, the research appears in-game via platforms that themselves produce digital emissions — PCs, mobile phones, game consoles and electrical household items (switches) — reinforcing the message within the medium.
2D ELEMENTS THAT APPEAR IN GAME CONCEPT