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Detachment

Follow Charlie's story as he progress through stages of dementia

"Detachment" is a thought-provoking 2D point & click game featuring a puzzle mini-game, offering an exploration of psychological hardship. The narrative centers around Charlie, an elderly man grappling with dementia. Players assume control of Charlie, navigating through the various stages of his illness, ultimately reaching a state of complete "blankness."

Fact sheet

Genre

Point-and-click adventure with puzzle minigames

Platform

PC

Project Length

6 weeks

Engine

Unity

Team Size

4

Trailer

Responsibilities

  • Provided gameplay direction and design input

  • Iterative design from early development stages

  • Designed and implemented game progression logic using custom-made visual graphs

  • Designed and implemented the interaction system using custom-made visual graphs

  • Designed and implemented the puzzle mini-game system, tuning the overall system

  • Worked closely with other disciplines to provide and update requirement lists for mechanics, art, sound assets, etc.

  • Implemented game content except sound and dialogues

Project Gallery

Design Process

Project Description

Detachment is developed as a semester project to deliver a narrative game with the theme of “Blank Page”. I collaborated with a programmer, an artist, a sound designer and a narrative designer to create this short point and click game. We approached the topic by exploring dementia from the perspective of memory loss.


Design approach

  • Design decisions on the location and game progression allowed us to reuse the limited art assets

  • To show the different stages of Dementia, I incorporated some of the symptoms in the gameplay mechanics like limited inventory system

  • Game progression is designed to trigger events showing the different mental states of the character

  • I designed a recurring mini game that imply the character’s retrograding memory


Challenges

  • Addressing the delicate subject of dementia with accuracy

  • Scoping down the initial ambitious concept for limited time and resources

  • Designing gameplay mechanics reflecting different stages of dementia


Greatest achievements

  • Working closely with the programmer on designing the game systems

  • Implementing assets, the game progression logic and interactions using a custom node-based graph system

  • Designing the mini-game that included an AI entity


Outlook (with more time)

  • Implement each act based on real-life stages of dementia

  • Add more locations and characters for a richer narrative


Learning Objective/Outcome

  • Understanding challenges of developing a Point-and-Click game

  • Implementing game content and logic using a custom-made tool




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