Sprint Goal

Note: Sprint 4 included a 2 week Easter break, where I largely worked on my research proposal but had extra time to work on this sprint.

For the prototype mechanics to take shape.

Sprint Planning

  • Choice
    • Colours & Accessibility
    • The Card Deck
    • Narrative Design
      • Events
      • Characters
  • Program Events System
  • Program Personality Metre System

Choice & Accessibility


Inspired by nature and my own photography.

“Also potentially more effective than providing people with information is exposing people to natural imagery. Physical immersion in nature has been shown to lead to an increase in intrinsic aspirations (related to Self-Transcendence) and a decrease in extrinsic aspirations (related to Self-Enhancement) [73]. Similar effects can be generated by simply showing participants images of nature [73], particularly if those images evoke awe [63]. Not only does such exposure make us happier, but it has also been shown to both emotionally connect people with nature and increase their willingness to help others [8] — beneficial characteristics to foster if the end goal is to get people to make adjustments to their lifestyles for the benefit of the environment” (Knowles 2014).

Cornish Landscape

Wildflower Gard


Choice & The Card Deck

During Sprint 3, we discussed exploring choice and the card deck in my current prototype. The choices for cards don’t feel like choices at the moments, so I’ve begun to brainstorm and prototype cards that will give the player more agency.

Card Mechanic & Choice

The game will limit the amount of choices the player starts with, with choices becoming more complicated and harder later on.

To start with the player can choose from three different groups of cards, the first being environment positive, the second offering a mix of popular options like greywater that have some negative effects and the third being shortcuts that will produce significant CO2 but may be necessary.

Group 1 Sample

Group 3 Sample

Card Layout

Part of supporting players to make choices is having all the information, so they can make an informed choice.


Choice & Character Archetypes

Personality Traits on a Visual Axis: Players were confused by the points, how they might work and whether the points suited each character. The personality traits and points appear to make more sense to players when presented in an axis or visual representation.

Ontological Chart

Suggestion: Insanity/Corruption Personality Trait

Note: Potentially characters could start with some points in everything, so they don’t feel they start at 0 in anything.

Choice & Events

Note: Add less extreme options

Setting up the Event System

Unity + Ink

Setting up the Personality Metres

Survey: Choice

Prototype: Anxiety and choice, adding a Timer

My next prototype will explore narrative events, choices and anxiety. I have created a very simple game in unity and ink that will count down each time a question is asked.

Prototype: Hope, colour and choice

A short prototype about choice, colours and cards.





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