PROJECT MADISON

Office simulation, strategy, and petty revenge in 1960s Madison Avenue. 

Featured on itch.io and Rock Paper Shotgun in June 2019!

Project Madison.png
 

ABOUT

Unity / Fungus Plug-In || C# || 2019 (Mar-May) || Collaboration


Character-driven narrative and multi-layered systems design meet in an iconic 1960s setting.

  • Dynamic setting featuring interactable NPCs and environment, and multiple work tasks.

  • One goal that can be achieved in several ways over the course of three in-game days and nights.

  • Multiple game phases allowing for different, specific actions.

  • NPC schedules and conversations that change daily.

  • NPC trust and gifting system.

    - - Click HERE to view the Game Design Document (PDF) - -​

TEAM

  • Pauline Martyn: Narrative Design / Writing, Co-Game Design, Programming (AI, Dialogue Logic)

  • Taylor Adams-Harriott: Art & UI Design, Co-Game Design, Principal Programming (core gameplay, UI). Please click here to see her portfolio!

PM_World.png
 
PM_Phases.png

DESIGN CHALLENGES


  • Building a highly interactive world to engage and surprise the player (locked objects, paintings, broken machines, coffee/water dispensers, containers, etc.)

  • Layering systems and mechanics to allow for complexity, without being obtuse or too complex for the game's scale

  • Structuring the game logic and narrative around one single goal that can be achieved in multiple ways (multiple scenarios and interactions)

  • Creating dynamic NPCs interactions with NPC schedules, trust systems, and context-driven dialogue (changing depending on day, trust level)

  • Conveying the setting's strong visual and narrative identity (1960s' Madison Avenue, office environment)

 

NARRATIVE CHALLENGES


  • Creating compelling NPCs: use of humorous dialogue to communicate personality traits and help players navigate work relationships

  • Communicating the story and context through simple cinematics

  • Ensuring visual and tonal consistency between game elements (character/world art, text, actions)

  • Creating basic AI (schedule, movement, reaction to player inventory) and context-based dialogue

  • Designing a trust level system based on dialogue and NPC gifts

  • Collaborating on winning and losing scenarios, ensuring they support the overall themes and narrative needs

PM_Dialogue.png
 
The Office

The Office

Goals

Goals

Inventory

Inventory

Dialogue

Dialogue

Game Phases

Game Phases

Night

Night

Introduction

Introduction

 
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©2021 by Pauline Martyn

Goals