01 Starting Point









02 Secondary Research





Therefore, I conclude that this gaming environment is characterized by patriarchal constructs. These constructs are sustained by prevailing cultural narratives, which at times inadvertently fetishize masculine discourse. The absence of a female perspective in games implies that all players are influenced by the predominant male gaming perspective. Every gamer, whether consciously or unconsciously, contributes to the development and perpetuation of these problematic value systems.


Nonetheless, the real-life experiences of female audiences remain largely unexplored. 
What types of female gamers exist, and which gaming features do they prioritize?
Do they genuinely encounter issues with stereotypical game characters?
Are there experiences of discomfort and dissatisfaction in gaming attributed to gender factors?
How do games impact their lives beyond the screen?

These questions serve as the focal points of my primary research, where I aim to provide answers and insights.





03 Primary Research




     ︎Affinitization






︎Persona



     ︎Key Findings
The longer the gameplay, the more prevalent the gender-related challenges. (data sourced from my primary research interviews)


The origin of gender-related challenges stems from the Game Community and Game Narrative.














04 Ideation






Therefore, emphasizing the developer's side proves to be a more effective solution.

While the concept of a female-only gaming community might seem like a utopia, there are several underlying issues. One major challenge is the inability to verify the actual identity of users behind the screen. Additionally, the presence of a male perspective and patriarchal norms isn't limited to male players; these can be internalized and perpetuated by female gamers as well. This distinction can further reinforce stereotypes about female gamers, who are often overlooked in a gaming world where 'gamers' are predominantly assumed to be male.

On the other hand, the developers' approach appears promising. The game capitalizes on the power of media narratives to convey educational messages suitable for all genders. Most importantly, it showcases diversity and offers a strong female perspective, leading to a more inclusive gaming environment. 



     ︎Initial Conceptualization


Thus, the basic idea about this game is ....



︎Current Market Analysis









05 Concepts & Storytellings

        ︎Creative Journey



  ︎Character, Stories and Interactive Design



Spring - Pan and Zhuangzi, symbolizing vitality, infancy, curiosity, exploration, beginnings, Zhuangzi's dream of the butterfly, Eden.


Summer - Dionysus, representing passion, maturity, and eventual expulsion from Eden.


Autumn - Sisyphus, illustrating repetitive work, moments of weariness, and finding joy in the repetition.


Winter - Icarus, symbolizing societal norms and rules, the labyrinth of life.





  ︎Moodboards
      



  ︎Fonts










06 Artworks & Demo


The final product is still underway, given the extensive workload that includes painting, animating, coding, sound effects, and designing, all of which I am managing myself. However, I have already completed some artworks and a brief demo for the very first scene.

︎Artworks


︎Demo