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Eviction Notice direction and design notes

GDC17 was a great time, and I was happily surprised by the positive reception to Eviction Notice! Because of this, I want to share some of the core elements of design that drove me and the art direction that I pursued with this small-scale VR project.

Eviction Notice’s design premise is very simple. It is primarily a linear narrative where voice-overs are triggered by gazing at objects around the room, which causes them to vanish. The story is about a young woman who is being forcefully evicted from her home for political reasons. So the overall feeling is that the space becomes more claustrophobic as it empties out, even as you examine artifacts that bring up feelings of nostalgia, whimsy and melancholy.

Compared to some other interactive projects that I’ve created, the core design of the project remained the same today as it was from its outset. From the feedback the game received, it worked really well within the core strengths and technical limitations of the Oculus Gear VR (without controllers).

Here’s the first pitch I ever made on an open channel for the Dames Making Games #hyperreal game jam:

And this is an excerpt from my original game design doc, and further iterations of it really helped further tighten the core vision:

I went with an aesthetic that was developed from my other works associated with Vivid Foundry: Painterly, with colours like a more muted version of Wong Kar Wai’s films (In the Mood For Love, shown below). I wanted to create a sense of homeliness and of a fleeting moment in time (as sociopolitical impressions upon a person often are). Thus, the scene is set with a kind of smoggy, urban dusk.

I’ve always loved setting up lighting, and creating colours in both raster textures and shaders in Engine. Because this was built for mobile VR, there’s a lot more limitations for post-production, but it was thus an interesting challenge adjust the look between modelling programs and Unity constantly. That’s the fun part of being the sole level builder, to really have the fine adjustments and control over the look of the game.

Additionally, when I was travelling in East Asia in 2012, I spent some time with the Society for Community Organization, a non-profit organization for the life and dignity of those in poverty and an advocacy group for public and grassroots housing. I must’ve shipped back hundreds of dollars’ worth books from SOCO and overseas, many of which I offered to friends of the East Asian diaspora.

When reading their publications, I was struck by how the interior spaces photographed create deeply anthropological documentations to underprivileged groups, while simultaneously tell deeply personal, social stories about loss in family and community. I’ve also had the privilege of speaking to volunteers and locals there to discuss the plight of both the working poor and the shrinking middle class in East Asia, and the civil society ramifications of this. These themes thus embed inside my writing for the entirety of Eviction Notice.

These were originally research for Solace State, but some of my writing, stories and inspirations that didn’t make it inside Solace State made its way to Eviction Notice. Thus, the two interactive experiences share very similar visual language as well. In many ways, Eviction Notice is suffused with “happiness within sadness”, while Solace State is about “sadness within happiness”.* I’ve also studied civic engagement for a good few years both during and after my academic career, and sought to create an accessible story that doesn’t take the political complexities for granted. It was in having conversations with people regarding their expectations of public policy and civil society that helped me bridge the gap between writing academically to writing for interactive narratives. It’s conversations about family histories, their hopes and fears for the future, and how they seek to protect the things that are most important to them.

Thus, one of the biggest changes to the game from initial planning to its current iteration was actually the script. My friends Kwan and Jason offered the feedback that our early build with a voice-over soliloquy comes off as a lecture (which is only engaging if my politics are very similar to the viewer’s), as a cerebral experience rather than an emotive one. It led to one of my most important design changes, which was to implement an “I-spy” narrative framework to pick out the objects in a somewhat linear manner, with another voice in the room guiding the player.

Here’s one of the lines from my first script:

Compared with this one, after my design changes:

Following this, I’ve also had the privilege to work with Kaitlin Tremblay, whose narrative editing ensured that the dialogue is as evocative and natural as it can be. Afterwards, Chris Donnelly recorded Erika Szabo and I as the two characters whose voices now occupy Eviction Notice: Erika’s voice acting brought to life the owner of the flat, who is politically detained and fears for her possessions in her flat; My voice is that of her friend and the player character who helps her pack away her belongings.

Eviction Notice has proven to be an interesting project for me to direct, design and develop because of its small scope, but still maximizing emotional impact through visual and narrative design.

*Original quote about happiness/sadness attributed to Jungkook in a video behind-the-scenes about Run music video versus I Need U. 

 

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