Game Overview 0.1
Game type
A narrative-driven VR game with linear narrative, cinematic narrative, and 4-5 maps; developed using Unity and runs on SteamVR
Game style ( Art style )
Near-future; Artificial intelligence; Retro-futurism; Cyberpunk; Japanese culture; Brutalist architecture; Interior design with the style of installation art; Dream; A small amount of surrealism; A small amount of horror.
Focus
Strong on scene design (to show my skills in creating environments). Includes some scene interaction and character dialogue.
Story summary
Hinata woke up from a strange dream and found himself in a small room that resembled a laboratory. There were only electronic instruments lined up beside the bed, connected by countless cables. Hinata had no memory of anything. As he explored, he gradually discovered that he was in the building of a company called Kamigaki conglomerate (神垣コングロマリット) . Inside the company, a series of experiments against humanity were underway. Countless experimental subjects were injected with drugs to keep their brains in a shallow sleep and dream continuously. The images, sensations, etc. of the dreams were recorded by equipment and transmitted to the server for training the generative artificial intelligence. As he continued his exploration, Hinata found the company's archives room, where almost all the dream data of the experimental subjects were stored on physical discs. To retrieve his memory, Hinata found his own disc and projected it in the holographic projection room of the company. The reason he came here and the truth of the company were fully revealed as a result.
But at the same time, Hinata also discovered that the building had no exits and no employees. The only place that might have people was a large space in the very center of the building.
At the end of the game, Hinata met the boss of the Kamigaki conglomerate in the central Japanese-style garden of that large space. Surprisingly, he found that the boss of the conglomerate had already become a mechanical body, a combination of human and AI, connected to the company's servers via data cables, knowing everything about the company and controlling everything. Finally, the boss proposed a sword duel with Hinata, hoping to humiliate him in this way.
During the sword duel, Hinata quickly fell behind. At the last moment, Hinata realized that the entire Japanese-style garden was made of wood. Taking the opportunity, he used a lighter and the oil in the oil lamps to set the entire garden on fire.
The final scene of the game would show the garden in the midst of the fire. The camera gradually zoomed out, revealing the panoramic view of the company building, with thick smoke billowing from the top of the building. Two floating police vehicles flew towards the building. The game would not inform Hinata whether he was alive or not, leaving the ending somewhat open-ended.
Sketches of the final scene
The office of the boss of the Kamigaki conglomerate
The vast space is surrounded by concrete walls that resemble building facades. On the walls, one can see rows of bright and dim lights flickering. Upon closer inspection, it can be noticed that each light represents a server. The floor of the space is a shallow layer of water, like a still lake. On the water surface, there are countless glowing wires, all seemingly extending from the bottommost servers and finally converging at the center of the space, forming a Japanese traditional courtyard building that is out of place with the surroundings.
Character Introduction
The protagonist Hinata is 24 years old.
Hinata was born in Japan. In 2032, he loves painting and kendo and is full of imagination.
In high school, because he didn't like studying, he secretly drew comics and was often scolded by his father.
In college, despite the opposition of his family, he continued to study the art major.
After graduation, due to his excellent professional ability, he entered the Japanese oligarchic technology company Kamigaki conglomerate to work.
Story Background
Note: The background story information will be presented to the players through various means such as paper documents, television media, computer files, and electronic promotional billboards within the game
In the year 2054, the graphics card computing power technology made a breakthrough. With the increase in computing power, the training efficiency of AI significantly improved. However, the problem that emerged was that there was a severe shortage of data on the internet, especially for creative artworks such as paintings and games, which led to the development of AI being stuck in many creative fields.
At the same time, due to the advancement of medical technology, a new technology enabled people to record their dreams using specialized equipment and generate visual information with all sensory data. However, due to the high cost and the fact that most people's dreams could only be recorded with fragmented and unconnected information, it had been used only for psychological research and as an auxiliary treatment for mental illnesses until now.
In 2055, a small Japanese AI company named Hwangxing Group (煌星グループ) collaborated with another medical company and announced that it had developed a technology that could use the recorded human brain dreams to generate three-dimensional environments and sensory experiences to train AI. Later, due to public doubts about privacy issues and media reports revealing that Huangxing Group had used drugs on the subjects to effectively record their dreams, the project was forced to shut down, and the company disappeared from public view.
However, the research did not stop there. The Japanese company Kamigaki conglomerate purchased all the research results and secretly continued the experiments.
The way the game storyline (game process) progresses
1. Play video animations
2. The player explores, interacts, solves puzzles in the scene, and moves on to the next scene
3. The player has conversations with characters (there might be some selectable options, but they will not affect the overall storyline and ending. To be determined)
Interaction methods
Grabbing and throwing objects, screen interaction, unlocking locks, buttons, climbing, etc.


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