top of page

Create Your First Project

Start adding your projects to your portfolio. Click on "Manage Projects" to get started

"Nasty" Prototype - Narrative Design, Gameplay Mechanics

Project Title: Nasty: A Descent into Corporate Madness

Synopsis:
"Nasty" is a narrative-driven experience exploring the psychological breakdown of a mother confronted with the manipulative tactics of a powerful corporation. Through three distinct levels, the game delves into themes of consumerism, corporate exploitation, and the erosion of maternal agency, drawing inspiration from the unethical practices of multinational corporations, particularly Nestle.

Narrative Design Pillars:
1) Psychological Horror:
- Utilize environmental storytelling and surreal imagery to convey the protagonist's growing sense of disorientation and fear.
- Employ audio design to create a sense of unease and paranoia.

2) Social Commentary:
- Craft a narrative that critiques the deceptive marketing practices of corporations and their impact on vulnerable populations.
- Explore the ethical dilemmas faced by individuals within a system designed to exploit them.

3) Symbolism and Metaphor:
- Employ symbolic environments and objects to represent abstract concepts such as corporate power, consumer manipulation, and the loss of control.
- Use the environment to display the contrast between marketing and reality.

Level Breakdown:
Level 1: Candyland - The Illusion of Perfection:
Narrative Focus: Establish the deceptive facade of corporate branding through a seemingly idyllic environment.
Design Elements:
- Bright, childlike visuals and cheerful audio create a sense of false security.
- The "golden brick road" and candy trail as metaphors for consumerist enticements.
- The Nestle factory is a symbol of corporate control and manipulation.
- The use of the baby as a tool to drive the player through the world.
- Narrative Goal: To display the deceptive nature of advertising.

Level 2: The Supermarket Labyrinth - Reality's Descent:
Narrative Focus: Reveal the stark contrast between the advertised image and the harsh reality of corporate influence.
Design Elements:
- Dark, claustrophobic supermarket aisles create a sense of disorientation and fear.
- Crispy, distorted audio clips of advertisements highlight the dissonance between promises and reality.
- The use of the formula trail to guide the player through the labyrinth.
- The fire exit is a symbol of escape and revelation.
Narrative Goal: To create a feeling of confusion, and desperation.

Level 3: The CEO's Office - Confrontation with Power:
Narrative Focus: Present a direct confrontation with the embodiment of corporate power and its consequences.
Design Elements:
- Exaggerated scale to emphasize the protagonist's powerlessness.
- The faceless CEO is a representation of impersonal corporate authority.
- The choice between surrendering the child or leaving is a dramatic representation of the protagonist's loss of agency.
- The return to Candyland shows the vicious cycle of the corporation.
Narrative Goal: To present the player with a difficult choice that displays the narrative themes.

Narrative Design Considerations:
- Explore the protagonist's internal monologue and emotional state through environmental cues and subtle character animations.
- Utilize audio design to create a sense of psychological tension and unease.
- Employ symbolism and metaphor to convey complex themes in a visually compelling way.
- Show the research done into the unethical practices of Nestle.

bottom of page