The game design's primary goal was to focus on environmental storytelling through mood and atmosphere.
We started with defining the rules and foundation of our world, to easier grasp and start thinking about the gameplay and design within that space.
Telling a story to the player solely by the level's environment, and featuring a progressively changing world.
This was achieved by incorporating environments that reflected on Jack's personality and the world that he lives in.
Concept by our 2D artist Karl Ehrnström, which helped us visualize the virtuality and environmental changes.
Since "deep environments" was our vision, we put emphasis into creating a sense of place through architecture. It was important that the player could differentiate each area
and have a world that is detailed enough to warrant a closer look, to reinforce the exploration aspect.
Each room is distinctive, which makes it easier for the player to build a mental map of the level.