Escape As Abyss

@Jan-Mar 2022
Game UX| Spatial Design | unity
DESCRIPTION
Based on observations and research into the current highly digital society, this project expanded the idea of the panopticon into a symbol of social control through gamification, present our thinking on algorithmic filtering control and potential surveillance behavior, and reveals the deep influence of the phenomenon through a series of object metaphors.
Deliverables
3D Assets
Scenes Rendering
Game Mechanism
Design Tool
Figma
Unity
SketchUp
Photoshop
Responsibility
3D Modelling
Rendering
Game Flow Design
Data Visulisation

THEORY - The Panopticism

IMAGINATION ASSOCIATIVE
Contemporary surveillance methods go far beyond the specific spaces designated by Foucault.  As personal technology has expanded, the previous spatial limitation faced by Foucault’s panopticon is removed. The growth of technology, in the form of computers, phones and the internet, has also led to the expansion of dataveillance. We unquestionably live in a post-panoptic society.
GAMEPLAY
Players take on the role of hacker intruders behind the camera in scenes created by panoramic metaphorical objects, interacting with NPC’s through dialogue, searching for clues, and collecting a series of props with control functions.
GAME
MECHANICS
VISUAL
ELEMENTS
DEVELOPMENT
Code & Realization

GAME LEVEL DESIGN

Applying Panopticism theory to the game's level design, which features Panopticon, Hospital ward, Cyberspace, as well as illustrating the characterization of the game's story setting and level flow.

LEVEL 01
The Panopticon

REPRODUCTION of  THE PANOPTICON THEORY

The player controls the NPC to find props with metaphor through the camera view. By interacting with the NPC through the whole process, the player will build the interpretation of Panopticon

LEVEL 02
Treatment Machine

THE EMBODIMENT of PANOPTICISM and MEANS of SURVEILLANCE

How did hospitals become the machines of therapy? In this stage, more props have shown up to facilitate the execution of surveillance.  The opening ending may determined by the type of props that discovered

LEVEL 03
Post-Modern Playground

THE EXTREME REPRESENTATION of USER CLUSTERS IN THE ERA of BIG DATA   

We are overwhelmed by information and algorithmic recommendations designed to please us. The public is also increasingly inclined to place itself within a closed and paranoid worldview of restrictions, ultimately becoming information pickers

LEVEL 01        The Panopticon
LEVEL 02        Treatment Mechine
LEVEL 03        Post-Modern Playground