Difference between revisions of "Reverie"

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(Created page with "Reverie is an absorbing, interactive narrative experience for the iPad. As a production for the iPad, Reverie will focus on touch-screen mechanics that allow the player to intera...")
 
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Reverie is an absorbing, interactive narrative experience for the iPad. As a production for the iPad, Reverie will focus on touch-screen mechanics that allow the player to interact with a rich physics-object-based environment. The game will progress as players guide the protagonist, Lost, from room to room using objects to solve puzzles, all the while revealing the powerful narrative and subtle yet rich backstory.
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Reverie is an absorbing, touch-screen interactive narrative experience for the iPad. The player attempts to help the protagonist, Lost, make her way through strange and exciting worlds by completing object-related puzzles, all the while unravelling a subtle and distinctive storyline.
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The target audience is between the ages of 10 and around 21.
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Lost, a 16-year-old girl, finds herself alone in a massive complex. The back-story is not explained and Lost herself never speaks. As she makes her way through  the complex with the help of the player, it becomes apparent that something is stalking her. Soon, she encounters the creature, who's attacks lead her into miraculous dream worlds. These fun and amazing worlds are inspired by real world locations and works of fiction Lost reads before the attacks.  
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The player helps guide Lost through the levels with help of the touch screen, pulling her along, and can interact with objects around her to solve puzzles.
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We will be focusing on game functionality and concept validity in first semester and intend to spread the game over a year.  
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== Story ==

Revision as of 01:50, 3 April 2011

Reverie is an absorbing, touch-screen interactive narrative experience for the iPad. The player attempts to help the protagonist, Lost, make her way through strange and exciting worlds by completing object-related puzzles, all the while unravelling a subtle and distinctive storyline.


The target audience is between the ages of 10 and around 21.


Lost, a 16-year-old girl, finds herself alone in a massive complex. The back-story is not explained and Lost herself never speaks. As she makes her way through the complex with the help of the player, it becomes apparent that something is stalking her. Soon, she encounters the creature, who's attacks lead her into miraculous dream worlds. These fun and amazing worlds are inspired by real world locations and works of fiction Lost reads before the attacks.


The player helps guide Lost through the levels with help of the touch screen, pulling her along, and can interact with objects around her to solve puzzles. We will be focusing on game functionality and concept validity in first semester and intend to spread the game over a year.


Story