Add all the research, drawings and pre-production process of the Senior Project


Work begins, demo pieces are put together for pitch in late May, earlier June. Initial pitched included the following arrows describing example of communicating to users without words.

To accompany the second and fifth arrows was these images showing the prompt users would be given to select them, with the accompanying win/lose scenario.

Prompt screen
Denying use of the torch. Resulting in an early game over.

Accepting use of the torch. Resulting in the explorer seeing the trap in the room ahead. Allowing them to progress.

This pitch was the start of Pseudo point & click style adventure game. Rather than needing to explore rooms to solve puzzles, the idea is for users to see an image, with arrows displaying ways to tried progressing the scenario. Success or failure is determined by the choices users make.


The Concept art that would be used for reference of the main character would be finalized.

For the next room I needed things to be much more elaborate in order to set up the rest of the game, so I decided death here didn’t need to occur.

The following panels will play in sequence of each other in order to transition to the next puzzle.

Alternatively, I had the Idea of branching pathways at this moment to allow for some fun for replaying the game.


Rather than choosing to swing to the other side, players have the option of jumping down to the depths below if they were daring enough to try!

While pursuing this path, I learned the how to play with gradients in my program of choice. From here a changing point occurred with how I approached my program.

With the Branching paths, there of course needed to be more than one possible. Since the sequence would be underwater, a first person perspective would be given.

Naturally for those exploring, I thought it would be best if paths could converge so players wouldn’t feel locked to a path early on.

The panels above illustrate the character approaching a path that is accessible should they had not chosen to fall, and can lead them to even further adventure. Prior to making these, I realized I hadn’t been utilizing the layering feature. This very quickly became a blessing to use.


Spent time working on panels that are activated when a player picks a losing options.

During the making of various death panels, another handful of sprites were created to continue the game.

Should the player reach this screen, it would be what I’d consider the easy mode ending. Players either go here naturally by exploring the cave, or by falling from the bridge in an earlier section and managing to catch the convergence point that lets players access the “true ending”. No choice is wrong per se, however much more of the game can be found.

These would be the “route B” conclusion. where the player falls from the bridge and still find treasure without going back to the main path.

These were effectively, the tile that depicts the ending screen grade should a player manage to find treasure. Ideally, to play again, you only need to click these in order to do so.


This would be the panels that display when a player is on the right track to making it to the games “true ending”.

Additional arrows were created to transition from room to room depending on circumstances.

The big assignment to myself was setting up the next big environment for the following puzzle to take place in.

Who doesn’t love switches?

if chosen correctly, the draw bridge lowers, letting our hero progress.

Right or wrong, I didn’t want players to have to start all over this far in should this been since on their first playthrough.

From here the player has claimed the best prize, however I wanted to give just a bit more for those who stuck around.

With this, preproduction was finished. It was time to put it all into the engine.