Stefan Samuels Games Design & Realisation Scenario Storyboard Tech 2050 STATE OF MIND – STORYBOARD 01 – BEGINNING GAME PUZZLE PLAYER INTERACTION The beginning of this storyboard leaves the player without control as the character plays out a cinematic, in which they awaken on an operating table. Moments later, the character sits up and steps of the operating table leaving the player in full control from here onwards. This storyboard depicts how the player will be guided through the first initial puzzle that lays the key boundaries that the game is to be built upon. As the player exits the room, they are greeted with their first puzzle in which they are taught that they can control the environment using one significant mechanic (discussed further below). The player must then use said mechanic to traverse environments to progress past obstructions and retrieve items to continue the story. GAME MECHANICS As briefly stated above, the key mechanic that the player is taught in this puzzle allows them the ability to traverse between three different environments all linked to three individual mapped keys on the player’s peripheral’s. The mechanic in this instance is the main tool that the player needs to use to overcome the obstructing puzzle. The storyboard shows a blocked pathway with an exit door in clear sight behind the blocked path. Using a child’s letter block, the player can see the key command they must execute in order to progress. After clicking this key, they are traversed to another environment in which the pathway is cleared, however the door has also disappeared. The player eventually learns the fundamentals to the game’s primary puzzle scheme and uses the mechanic to overcome the obstacles, resulting in the game’s progression. Another small mechanic that is displayed through the many uses of switching between environments is the use of pickups as displayed through part of the beginning puzzle evidenced through the use of a key found in one environment that unlocks the exit door found in another. EMOTIONAL/PSYCHOLOGICAL IN-GAME TRIGGERS Previously mentioned was the use of a child’s letter block being used as a sign portraying the relevant key press to initiate the environment switch mechanic. This was a result of research into semiotics and how the game’s creator can guide and send information to the player through means that do not directly tell the player something in plain black and white. This ‘trigger’ is used to teach the player all of the key commands that manipulate the environment switch mechanic without breaking any immersion that has been built up prior to this encounter. The choice to use a ‘child’s’ letter block as oppose to anything else was a result of the protagonist being a young boy which suited the scenario perfectly. The player will also reward themselves with a feel of pride when they discover that the letter blocks in question display important information and are not only being used as generic assets with no functioning use. 1|Page Stefan Samuels Games Design & Realisation Scenario Storyboard Tech 2050 STATE OF MIND – STORYBOARD 02 – FIRST ENEMY ENCOUNTER PLAYER INTERACTION From the start of this storyboard scenario, the player has full control of the character. This particular sequence is one possible outcome of many as it cannot be assured that any player that plays the game will follow this set path. On this pre-supposition, the player has recently completed the start game puzzle and truly begins the game in the last environment they switched to, in this case the school environment. The player heads down a hallway to the left choosing to pass all of the doors on the way down. As the player approaches the right turn at the end of the corridor, they hear a strange noise that sounds rather like a creature but proceeds around the corner following their shear curiosity. It is at the moment they step foot around the corner that they encounter the main AI enemy that roams the school environment that appears straight away as hostile. In order to escape, the player will have to disappear from the enemy’s line of sight and remain hidden for a period of time. Following this thought process, the player turns and runs to a classroom in which they hide and wait for the creature to pass. Having seen the enemy pass by the door, the player will attempt to leave the room unseen, however the AI can be rather unpredictable leaving the player to encounter it a second time. Rather than running, one other escape is the environment switch which takes a few seconds of playtime to execute, but after a perfectly timed switch, the player just manages to escape the enemy’s grasp standing safety in another environment. GAME MECHANICS There are two mechanics labelled in this storyboard, one of which previously discussed in detail being the environment switch mechanic. The player makes unique use of this mechanic by executing a switch at a specific moment escaping the grasp of the enemy and continuing their playthrough in one of the other two environments. The second mechanic falls as a result of the enemy’s line of sight, as when the player escapes said line of sight, the enemy AI is to be programmed to simply follow the most obvious path in which the player was following leading to the player in this instance to disappear into the safety of a nearby classroom. EMOTIONAL/PSYCHOLOGICAL IN-GAME TRIGGERS As stated prior, the first time the player has any interaction of any sorts with the creature is when they first approach the corner leading to the hallway the enemy can be seen from. Upon approach to said corner, the player can hear a creature-like breath that sounds rather sinister, yet attracts the player through the use of their curiosity. When the player actually see’s the creature that is making the disturbing noises, it is quite clear it is hostile despite the fact it attempts to pursue the player. As with the letter blocks subconsciously feeding the player information, the same can be said about the classroom doors as they have two pieces of transparent glass within them. Through the glass the player is able to see through to the rooms themselves which is what was the initial drive for the player to seek refuge in a nearby classroom as the look of the doors is designed to feel ‘inviting’ and not closed off from the overall feel of the rest of the environment. 2|Page Stefan Samuels Games Design & Realisation Scenario Storyboard Tech 2050 LEVEL MAP DESIGN 3|Page
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