S.A.P.T

Overview:
Pitch: A small point-and-click detective adventure set at a sci-fi space station. A murder has been committed and it is up to Sarah Hoppkins to discover who is behind it. This might be more than what Sarah asked for.
Platform: PC
Engine: Unity
Language: C#
Development time: 3 weeks
Team Size: 4 Designers.
What I did on the Project:​
World Design:
A corrupt futuristic dystopia is almost a 101 for a detective that doesn't play by the rules. This setting is perfect for a short-term project because not everything has to be logical which makes it easily forgive small mistakes. Everything is busy, loud, and colorful, can't go wrong with that.
Narrative Design:
For us to not waste too much valuable time during a short project,
me and another designer wrote down short summaries of story ideas in a bulletin point style and then we voted on and chose the most appealing one to expand on.
It was important to tell the story though the eyes of the main character, while at the same time explaining everything that needs to be known to the player.
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I wrote a short narrative of how we would like the player to navigate both the menus and the game world.

Level Design:
I focused on the layout of the level where the player visits the victim's home.
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Then I finalized the remaining levels so that all of them had the same fitting theme, adding small things that made the levels feel more alive, driving cars, lights, and moving objects.




Dialogue Design:
During this project, I wrote dialogue options in Miro, where I could branch out from nodes with different options. I used different colors to differentiate that some of the options were locked behind specific dialogue lines. This turned into a spider web very quickly. Even though it was massive, it was easy to track the branching options when they were added to the game. So I used the same system for branching when the player interacted with an item.
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The main focus was to have it feel natural and informative without it being a wall of text. However, that was much easier said than done.


