Working Together
I think the terminals is a great example of how iteration and collaboration shape better design.
Our first idea was simple—players would turn off room lights to lure enemies away and progress. I felt this went against the theme, as it gave players control over light instead of making it something to fear.
I suggested shifting control to the antagonist, reinforcing light as a threat. We explored using data terminals that could manipulate light but also be turned against the player, making the antagonist have the control over light.
Iteration
- 💡 Original idea - Players turned off lights to progress, but this conflicted with the theme.
- 🎭 Antagonist control - I suggested making light a threat by removing player control.
- 🖥️ Terminal evolution - We explored using terminals to control light but with risks.
- 🔄 Final design - Terminals became a way to open new paths and drive progression.
- 🗺️ Player guidance - They also provided maps, locations, narrative, and onboarding.
- 🎨 UI execution - Huge credit to Astrid for making the interaction feel seamless!