In the demo, Green, our heroine, wakes up on a cliff overlooking the fields in a region known as ‘The Edge’. She encounters some defenceless bunnies she distrusts, and thus feels compelled to murder them.
Tone-wise, the demo is perhaps not an adequate primer - aside from the defenceless bunnies. This will likely serve as the introduction to the game, indicating a degree of seriousness, when in actuality the game has a quirky sense of humour alongside a serious exploration of the ‘avant-garde’ heroes as people.
The art for my demo scene went through a few iterations. This was largely due to the feelings I wished to invoke: cold and loneliness conflicting with the visual appeal - everything looked drab.
I decided to balance out the blue with a range of gold tones that compliment rather than overpower the ‘cool’ feeling. To keep this consistent with the pixelated aesthetic, I used large squares to indicate light, rather than a smooth gradient.
Here I aimed to produce sound that had a lo-fi quality to it while maintaining a sense of tactility. The crunching gravel sound associated with the walk cycle is down sampled along with the other sound effects and underneath a synth sample is placed, providing digitised base.
The simple ambient soundtrack is comprised of an extended wind recording and a steady, deep drum beat. Interrupted by an occasional synthetic whine. I chose this arrangement for its contribution to the sparsity of the environment, and relative unobtrusiveness.
The typography is the one thing that has not changed since my original concept. I am still happy with the crisp, large type for titles and menus being integrated in the environment. The key example of this in the demo is the introduction to ‘the edge’ area. A mysterious locale where Green wakes up at the beginning of the game.