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shelf

2D PLATFORMER GAME

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GAME DESIGN     ENVIRONMENT DESIGN     CHARACTER DESIGN    

THE PROBLEM

Introverted gamers spend countless hours in front of a computer or television immersed in a digital world rarely venturing out of their comfort zone and into the real world. Most popular games explore violent and sci-fi themes rather than motivational or self-improvement.

THE BRIEF

The brief was to design a 2D platformer game that includes all gaming fundamentals such as sprites, game environments, camera tracking and achievements. The game should have aesthetic appeal, good character design, suitable difficulty and satisfactory general gameplay.

THE SOLUTION

C-Zone, short for comfort zone, is a 2D platformer game that takes place inside an introvert's subconscious. The aim of the game is to get the main character, or player, out of their head by collecting ‘chill pills’ and combating the enemy, anxiety.

INTENDED AUDIENCE

Introverts who enjoy playing indie platformer games.

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GAME CONCEPT

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All the Woulda-Coulda-Shouldas
Layin' in the sun,
Talkin' 'bout the things
They woulda coulda shoulda done...
But those Woulda-Coulda-Shouldas
All ran away and hid
From one little Did.

- Shel Silverstein

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The game is inspired by Shel Silverstein's poem Woulda-Coulda-Shoulda. C-Zone takes place inside an introvert's subconscious with the protagonist being the 'Did' while the antagonist is the 'Woulda-Coulda-Shouldas'.

idle hero
punch hero
run hero
hero
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The protagonist, Did, is a fragment of an introvert’s brain who is ready to take on the anxiety-inducing task of venturing out of the comfort of the head, in order to have new experiences. Did’s physical appearance is inspired by a thumbs-up. This is a symbol of achievement represents what Did wants to do - be brave and achieve a goal. As a representation of Did’s apprehension and hesitation the thumb is dressed in heavy protective gear.

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DID

THE HERO

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WOULDA-COULDA-SHOULDA

THE ENEMY

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 stress bomb

STRESS BOMB

flying woulda-coulda-shoulda
 walking woulda-coulda-shoulda

Woulda-Coulda-Shouldas guard the comfort zone. They are a representation of the saying ‘Your comfort zone will kill you’. A combination of a pillow and sheep this creature still manages to scream anything other than comfort. These creatures shoot stress bombs at Did, raising the players anxiety and reducing the chances of getting out the comfort zone.

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'YOUR COMFORT ZONE WILL KILL YOU'

chill pill box

PILL BOX

The player can punch the pill bottle, break it and collect the pills that it contains.

chill pill

CHILL PILL

The player must collect 80 chill pills to calm Dids anxiety and proceed further in the game.

heart

LIFE

The player can collect hearts to increase life bar, increasing the chances of getting out of the C-Zone.

key

KEY

The key, once collected, is stored in the inventory until the player reaches the door to escape the C-Zone.

COLLECTABLES &

BREAKABLES

ENVIRONMENT

bridge
door
platform

PLATFORM

BRIDGE

DOOR

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FOREGROUND PLATFORM

GROUND PLATFORM

cloud bookshelf

MEMORY STORES

pipes and cables

BRAIN NETWORK

brain texture

BRAIN BACKGROUND

game environment

The brain of an introvert is an immensely complex place to dwell. The constant influx of what woulda coulda shoulda been leads to a life-time of internal conflict, stress and regret. At the slightest whiff of something unfamiliar and out of the comfort zone, anxiety kicks in.

GAME TRAILER

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EXPLAINER VIDEO