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Storge

Brief 10 – 3D Narrative Experience

Charlee, Morgan, Samantha, Oliver, Link, Dominic, Chudi, Mikayla

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Concept overview

Storge (working title) is a 3D, narrative driven, exploration game where you play as Nellie the Red-Panda who gets separated from her mother in a large city.

Driven by its heartfelt narrative, the story explores themes of familial warmth and the harm of environmental damage caused by unchecked industrial development.

In terms of narrative approach, this is a non-human perspective project that focuses on storytelling through text-free environments, mechanics, and action-based sequences.

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Core pillars

Pillar 1 – Heartfelt / Emotional Narrative

Powerful narrative that keeps the player engaged and invested

Pillar 2 – Innovative level design, navigation and exploration.

create level design that booths immerses the player but also guide is able to guide them through the narrative through exploration.

Pillar 3 – Player Perspective

experiencing the world through a non-human perspective, movement, visuals etc.

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Core gameplay loop

Follow the scent of your mother

Explore the city weaving and navigating through the city

Get caught by humans

Discover memory points where your mother previously stood

Go through linear level and progress the story

Reconnect with your mother and escape the city

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Art direction

What is the art style?

  • Stylised Film Noir with coloured standouts. (e.g. The Red Panda, Neon Signs, Natural Environment.)
  • 3D cel shading
  • sharp shape language and silhouettes

Inspiration:

Stray, Across The Spider Verse, endling extinction is forever

Style Board

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Art direction

Mood Board

  • dreary city
  • oppressive, cramped feeling
  • man-made lack of nature

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Studio Fit

How does this align with studio mission?

The game offers an intriguing critique on capitalism, portrayed through the lens of an endangered species.

Themes of family relationships from a non-human perspective, creates a rich avant-garde experience.

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The Prototype Plan

  • Built in Unreal Engine

Scope:

  • 1 area
  • 1 enemy type, patrolling
  • grey boxed area
  • developed level design
  • developed art corner
  • Narrative script
  • Basic Working Player Controller