OVERVIEW
This projects aims to teach Mobile, PC and Console players about digital emissions, through an educational and interactive game. Through this I hope to raise awareness, and give the individual a chance to make an impact without the need for significant influence. The game concept is set in a domestic environment such as a home with a bedroom, study and living room where the player can control a character, ‘Orange’ to interact with their world and create their own narrative. The audience learns about digital emissions the further they investigate, and in each room, there is a focus on the illuminated screens of multiple devices. Throughout the game, players can interact with the space with Orange’s sister, ‘Green’, a feature created to influence them to be greener. There is no obvious indicator of whether the game will reach a good or bad ending, but there are audio and visual cues, and a chance to unlock a secret location once the player has triggered a certain number of activities.
3D DEV
After extensive research, brainstorming, and peer discussions, I developed a concept centered around two characters who evoke the quiet intimacy of siblings taking care of one another while home alone—without ever explicitly stating their relationship.
The game environment is modelled after my own home, intentionally lacking personal clutter to create a sense of false reality or subtle intrusion, adding to the mystery and emotional tone.
The characters, “Orange” and “Green,” are intentionally ambiguous in both age and gender. Their simplified forms and color-based identities are designed to be open to interpretation, allowing players to project themselves onto the characters and experience a more immersive, non-conforming narrative.
The game concept itself is idealy a low-processing, point-and-click exploration mystery, playable through supported browsers to minimise digital emissions—offering an environmentally conscious alternative to traditional downloadable games.
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