Where

Where

Navn
Aashika Vijayan
Uddannelsesgrad
Kandidat
Fagfelt
Design
Institut
Visuelt Design
Program
Visual Game and Media Design
År
2024

Welcome to "Where," a game born from the creative collaboration of:

  • Aia Kragh (Art Direction)
  • Neil McGuiness (Programming and Sound)
  • Aashika Vijayan (Level Design)

About the Game

Where is a single-player, third-person, explorative game in which the player follows the journey of Lilybud (Bud), a young aspiring tech-botanist. She is sent to a desolate ecological area to retrace the steps of an older tech-botanist who has mysteriously disappeared. Equipped with a plant-listening technology that enables her to collect audio-memories from certain flowers in the world, Lilybud must uncover the mystery of the missing botanist. However, the longer she stays and the deeper she ventures into the wilderness, the more she loses herself to nature.

Features in Where

  • Collect audio-memories from flowers 
  • Play, rewind and search through audio-memories for clues
  • Replenish water to keep exploring the landscapes 
  • Explore/Navigate the atmospheric natural biomes
1
/5
2D Map
Pine Forest
Open Lands
Recording Device
Flower
2D Map
Pine Forest
Open Lands
Recording Device
Flower

Reconnecting with Nature through Navigation

Where has a navigation system unlike many other games. Without any traditional navigational aids, such as player position, mini-map or waypoint-markers, Where encourages the player to Sense the Nature around them to navigate using only a map, a compass and the environment itself.

Navigation in Where
Navigation in Where

Role of Level Design

In the dynamic field of video game design, level design plays a pivotal role in shaping player engagement and immersion. This thesis project delves into the realm of facilitating player navigation and progression within the natural environments of the game world, examining the role of environmental cues in guiding players’ exploration and discovery. Contrary to conventional gaming paradigms in which nature often serves as mere scenery or a resource, this study recognizes its potential as a guiding force in wayfinding. Challenging the conventional methods of wayfinding in games, which mostly employ explicit navigational aids such as mini-maps, route highlighters etc, “Where” prompts players to rely on a combination of their map, compass and the natural game environment to navigate. 

The Base
The Base

Mapping the World

Building the World
Building the World

Det Kongelige Akademi understøtter FN’s verdensmål

Siden 2017 har Det Kongelige Akademi arbejdet med FN’s verdensmål. Det afspejler sig i forskning, undervisning og afgangsprojekter. Dette projekt har forholdt sig til følgende FN-mål
CV

I am a Game and Level Design enthusiast with a background in Architecture from Kerala, India. Realizing that my passion for design and storytelling far exceeded the realm of practicality Architecture tethered me to, I shifted my focus to other mediums of design, namely Level Design. I bring a certain depth and interactivity to the way I perceive spaces because of my background. Passionate about conveying stories that lead to conversations, I aim to create content that represent different perspectives.