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Javert Simulator

Role: Designer --- Development Time: 3 months

Honours project testing a design framework for adaptions of non-interactive sources into interactive gameplay.

A short demo adapting Javert's character from Les Misérables using Bitsy.

Game of Vignettes

Javert Simulator was created to test the following framework for adapting mechanics from non-interactive sources

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  1. Identify the source’s core value e.g. theme, intent or character

  2. Studying the source material

    • What makes it unique?

    • What pre-existing techniques already suit the new medium?

    • What techniques need to be re-contextualised for the new medium?

  3. Examine adaptation’s medium

    • If an pre-established series (e.g. D&D), what are its strengths of play?

    • How can interaction enhance the source’s uniqueness?

  4. Combine elements with both strengths in mind, prioritising the source’s core value.

Adapting Narrative

  • Key scenes involving Javert were examined, identifying what aspect of the character it highlighted and could be used in simple gameplay.

  • Although the demo was linear, it was important to allow freedom in how players navigated the scene and come to conclusions naturally.

Space representing Character

​I presented dialogue options as a physical space due to Bitsy's simple dialogue function. These options were reflective of Javert's repetitive actions during cases.​

  • Layouts of options were iterated on to visually present his personal priorities - common actions being in closer reach, unlikely actions withheld at the end of a maze, or shown equally.

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