A first-person, sci-fi, action-adventure where you play from the perspectives of two adventurers who are self-proclaimed hoaxes trapped in a mysterious facility together. They must combine their skills to escape while also internally struggling to break free from imposter syndrome
What I did to help guide my design choices before implementing playable prototype
Decided on target audience to help form player experience & gameplay goals
Using UX design principles, developed Proto-Persona based off target audience assumptions
Found Quantic Foundry player segments using Proto-Persona to better inform design decisions
Using player segments, developed list of user stories to help define target player experience
Decided on core design goals based on user stories
They lack self-confidence and are afraid to freely express their true combat capabilities. So design a set of combat abilities that conveys character feeling lonely, anxious, and shielded
 
 
 
This set of limited combat abilities tells how constrained and anxious the player character feels. Although the shield protects the character, it ultimately can make the player feel very lonely. This ties back to my main goal to use the combat as an implicit storytelling tool that matches the current narrative.
They start to open up to each other after discovering they share similar internal struggles and gain a little more confidence. So design a set of combat abilities that conveys character feeling comradely, resolute, and vulnerable.
 
 
 
 
 
 
 
This set of combat abilities really helps to convey the growing bond between the characters and their increased self-confidence. The addition of more abilities that can be stacked offers a layer of depth to the combat that more advanced players can utilize. Further accomplishing my design goals, this stage both helps to convey the character's emotions and can appeal to players of varying skill levels.
The two characters develop a strong dual synergy and can now finally express their full combat abilities. So design a powerful set of combat abilities that conveys character feeling free, cathartic, and relieved
 
 
 
 
 
 
 
The full set of combat abilities in this stage shows a distinct growth from Stage 1+2. It conveys how free and relieved the character feels while also adding an additional layer of depth to the combat. This stage has combat mechanics that implcitly tells the story, matches the character's emotions, and offers powerful combat mechanics that can appeal to players of varying skill levels.