Cerebral Evidence

Cerebral Evidence

The inspiration behind the game is the conflict between people’s subconscious and conscious mind to influence their thoughts especially when they confront surveillance and privacy issues.The environment in the game is imagined by the mind as an abstract extension of things people see and experience on a day-to-day basis. The game itself is a disguised hybrid of escape room, RPG with alternate ending storylines.

Collaboration with Empathetic Media, Brooklyn

My Role: Interaction Designer, Unity Developer

Team members: Chia Wei Liao, Seung Ho Jung, Kabeer and Yue Guan


PROCESS

The game starts from a narrative through a 360-degree video in order to assign the player a task to find out a specific server to steal data. Then, player is transported into a virtual company in his mind, referring to the setting in Stanley Parable. Throughout the game, player is guided by phone-calls which serve as metaphors of being controlled from distances, which attempt to intrude into player’s mind. Meanwhile, there is an anonymous voice telling him to trust himself but not others 

            User Interface for picking up the phone

            User Interface for picking up the phone

Server 

Server 

Following the instruction and finding out the server which can access to individual databases, the player walks to a dreamy tunnel and comes across several confusing personal objects such as a out-of scale slipper, a door key and a toaster, which are clues to arouse his suspicion of the company as well as his identity. 

At the end of the tunnel, player will find himself in a boundless space which indicates humans' desperate desire to escape from constant surveillance through thousands of cameras. Finally, the player will receive the last phone call and he will make his mind to pick up or not within limited time. Depending on the decision the player makes, the game has different ending either successfully “escaped” or being “trapped”.

Passing through a halo triggers a personal object 

Passing through a halo triggers a personal object 


Developed in 2016 using Oculus

Demo at Immersive Storytelling Symposium 2017, New York