Professional Documents
Culture Documents
Team 1: Richard Adams, Andrew Grevious, Dalong Hu, Jenna Kohls, Taylor Watkins
ABSTRACT Both of these feature very modular objects with flat textures
The goal of our 3D interactive environment, Investigation, is to which is suitable for our skill sets as a team. The Stanley Parable
give the player a scenario and allow them to explore the takes place in an office setting, so many of their objects were a
environment. To achieve a sense of drive in the player, Investi- direct inspiration for our office setting.
gation follows the story of a person who receives a very strange 2. THE STORY
and cryptic message about the true purpose of his friend’s The story behind Investigation plays with people’s ideas of
seemingly mundane office. The environment starts with the digital security and personal information. Today, personal
player at this office but his friend and all the other employees are information is readily available, sold, and exploited on the
gone. Here the game allows the player to explore on their own, Internet. In Investigation, the story ponders the question: What
and as they explore they’ll begin to find clues that will lead them if everyone’s personal information, every single thing about
to the revelation of what this office’s true purpose is. them, is stored away somewhere for future use or manipulation?
1. INTRODUCTION What is privacy anymore? The story of Investigation also slight-
For this assignment, interaction and exploration were our main ly mimics the ideas in the movie The Truman Show. For the
goals, but to drive this there needed to be an element to compel office worker’s their daily lives are consumed by the actions of
the player forward. The compelling element in Investigation is the player. This is similar to how Truman’s life is a reality show
the story that builds curiosity. The game begins when the player and he has no clue. As the player, your entire life has been
receives a message from their friend Greg. He does not say too followed and when you find the office this is when you realize
much but his message leads you to a nondescript office building that the office workers have been watching you forever. This
where Greg works, but when you arrive, nobody is there. The narrative is intended to help people relate to the main character
office looks very mundane, and what any person would consider and keep them interested in the interactions. Unlike The Truman
a boring place to work. In the main room, there are rows of Show, in Investigation, the player never truly knows what the
cubicles, in the cubicles, there are elements that the player can office was doing with their information. Despite this, they are
interact with like images, paperwork, and blueprints. As the still motivated to turn off the data servers and hopefully get back
player interacts with these items, dialog informs the player that some of their digital privacy.
all of these items are related to the player. The player’s picture 2.1 Narrative in Video Games
from a distance, paperwork summarizing the player’s daily Investigation is a narrative forward game and is influenced by
activities, even blueprints of the player’s apartments. Once the the ideas of Henry Jenkins [1]. This game most fully identifies
player has done enough investigating in the main office area, as an embedded narrative where the player has the agency to
they will be given access to the elevator. The elevator transports move around and discover but as they discover they uncover
the player to a secret lower level of the office building. In the more and more of the plot. Investigation also includes a
lower level is a large room full of rows of data servers. Once confrontational scene where the player must try to escape the
here the player discovers that all of the servers in this room data server room, but most of the gameplay is centered around
contain information only about the player, every moment of the the idea that the player needs to discover more information to
player’s life eternally encased in the technological world. In the know the full story.
room, the player will be driven by the horror they feel to turn off
all of the servers, and as they turn them off the servers begin to
3. MISE-EN-SCENE
In Investigation the mise-en-scene is most important to convey
fall and they must escape without colliding with any servers.
the narrative. In the first level, all of the interactive elements are
Investigation is inspired by games like Superliminal and The
meant to relate to the player while all of the other elements are
Stanley Parable.
meant to convey a normal office setting. In the second level, the
elements may be a bit more abnormal but the purpose of this is
to give the player that sense of unease about what’s to come.
3.2 Sets
For the first level of the game, the office scene, we decided we
wanted the design to look very mundane, as though this could be
any office at any business. This is to hide the office's true
intention which is related to the second level, the data server
level. In this set, the props are important for the gameplay and
the scene itself. Elements like stacks of paper, photographs, and
notes are used to advance the player’s knowledge of the story
and to fill the scene with things that may typically be in an office
setting.