Game Designer, Google Techmakers Scholar 2020
Game of Vignettes
Javert Simulator was created to test the following framework for adapting mechanics from non-interactive sources
​
-
Identify the source’s core value e.g. theme, intent or character
-
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?
-
-
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?
-
-
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.