VR GAME CONCEPT (2022) - Group Project
FORGOTTEN TIME.
A virtual reality experience where you play as an older character struggling with memory loss while trying to recall important moments from their life. The player goes through four different time periods of his life in a non-linear order of their choice to find his memories and put back together who they once were.
Story Script: (PDF View)
Game Design Doc: (PDF View)








The 1990s chapter.
This university team project aimed to develop a non-linear story that players could experience in any order. We also wanted to explore how a character's personality changes over time by portraying them at different ages and reflecting those changes in their surroundings and furniture, showcasing one location across different periods.
MY CONTRIBUTION
In this project i was responsible for creating, designing and developing the 1990s section of the script which included multiple gameplay elements, events, animations and the overall interior design of the apartment in that period.
LEVEL Design.
The story unfolds in one apartment over several decades of the character's life. It features a nonlinear narrative where players can choose from three medicines in any order to explore memories. Like the character's journey of rediscovery, players will uncover details about the character's past and identity. The story starts with the character, aged eighty, living alone and reflecting on old photos. The medicines allow travel back to ages ten, twenty-nine, and fifty-three, where players will learn about the character's family by completing tasks in their memories.
For the level design, we created a basic framework to guide the experience. After several revisions, we designed an apartment that is spacious yet easy to decorate. Each team member focused on a specific time period, and I developed the 1990s section and interactions for the future.
LIGHT THE CANDLES
Players can honor a character's deceased relative by lighting candles. This happens when they touch a candle, making the flame appear. When the flame hits an unlit candle, it also lights up, and this process continues for all the candles.
GAME DESIGN.
Each level offers unique interactions to reveal new parts of the story and its mysteries. In the 1990s chapter, the player is alone in an apartment at night, with various events to discover. They begin by touching the answering machine, which plays voicemails from characters worried about their wellbeing. Next, they can light candles with a lighter to honor a deceased relative.
Then, the player goes to the office, where they find a torn painting to piece back together. Finally, in the bedroom, they need to tidy up a messy room and return photo frames to the shelf. To complete the mission, players return to the answering machine after the voicemails to answer and end the memory, returning to the present.
PLACE THE PHOTO FRAMES
After discovering a messy room, the player can tidy up by picking up photo frames and putting them back on the shelf in the highlighted spots. When a frame is placed correctly, it locks into position.
TRIGGER THE ANSWER MACHINE
The simplest interaction is a collider trigger on the highlighted phone. Players will see a glowing highlight and hear an audio cue to place their hand on it, which will activate the voice mail and make the highlight disappear.
REPAIR THE PAINTING
This gameplay is like the photo frames where players find pieces on the floor and put them in highlighted areas to complete a torn painting. Players can pick up pieces with the controllers and place them in the right spots, where they will snap into place.
Development Log.
Behind the Scenes Look.