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About Me
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My name is Camille, I am an experienced teacher-tutor and independent games writer. My work is informed by a deep interest in the ways that video games — from independent browser games to AAA titles — facilitate unique social relationships and provide the space to ‘play’ with different political, emotional, and cultural viewpoints. I'm influenced by the browser games, internet RPGs, and alternate reality games I played as a child -- games that demonstrate how accessible internet tools which have become part and parcel of daily life can be turned into art.
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Previous Work
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THE WOUND MAN DEMO: <br>
“The Wound Man” is a Unity puzzle game designed for the Glowlime Games game jam in Hadley, MA. I pitched the project and directed a team of programmers, graphic designers, and artists to create a prototype. It can be accessed (link: "here")[(goto-url:"https://h0llowaytape.itch.io/twm") with the password 'glowlime' . <br>
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Parlor Game <br>
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[[Treatment and Features]] <br>
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Stage One
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This demo is a mock-up of the first playable level. It contains walk-throughs of the primary stage puzzle and functional outlines for dialogue side-puzzles. The coding necessary to keep track of and manipulate the player's choices is in place, as is the basic the formatting. Full prose/dialog and character art will be implemented after the code for Stages 2 and 3.
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It is playable (link: "here")[(goto-url: 'https://camjfaucheux.neocities.org/demo.html')]. This demo will be updated routinely with added content.
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(click:"updated routinely") [Update History:
<br> No updates to report.
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Overview and Rationale<br>
(click:"Overview and Rationale")[
(b4r:"double","double","solid","solid")+(b4r-size:5)+(b4r-colour:purple,purple,(hsl:240,0.8039,0.5,0.65),(hsl:240,0.8039,0.5,0.4))[*The Most Dangerous (Parlor) Game* is a small-scale social puzzle TWINE game in which the player assumes the role of a trained killer at a masquerade ball. Depending on the information the player receives from other party-goers, the primary goal will be identifying and eliminating the target, or identifying and thwarting another would-be assassin.
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For the purposes of demonstrating Twine’s common formal elements and unique capabilities and limitations, this game is intended to showcase the tool’s basic functions, practical limits, and aesthetics, while playfully subverting its default visual presentation. Moving picture games assume a division between user interface elements — user menus or health bars, for instance— and the spatial diegesis. By virtue of being text-based, Twine collapses this division. The primary content division is between interactive and non-interactive text, or text that moves the player forward and expository text.
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*Parlor Games* is designed using Harlowe, a Twine language which emphasizes non-linear, medium-reflexive storytelling. Through manipulation of live text, expressive use of onscreen space, and timed divergences, I intend to both demonstrate and question the “default” relationship between message and medium that Twine offers creators.] ]
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Scale & Outline <br>
(click:"Scale & Outline")[
(b4r:"double","double","solid","solid")+(b4r-size:5)+(b4r-colour:navy,navy,(hsl:90,0.8039,0.5,0.65),(hsl:120,0.8039,0.5,0.5))[Party Level is a three-act game with three possible third acts based on conditions from the previous levels. There will be alternate endings and 'game overs' throughout the story alongside the three major endgame scenarios.
Each level is centered around a new iteration of the central ballroom. Depending on the character's previous choices, certain characters, items, and events will lock and unlock or move around, while other elements are fixed throughout the game. The options for side exploration start to constrict in the second act.
The finished game will have approximately 150-200 individual passages. Harlowe's ease of customization means that new side puzzles and interactions can continue to be added after the essential story is complete.
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Timed Options and Live Text <br>
(click:"Timed Options and Live Text")[
(b4r:"double","double","solid","solid")+(b4r-size:5)+(b4r-colour:lime,lime,(hsl:300,0.8039,0.5,0.55),(hsl:300,0.8039,0.5,0.35))[Throughout *Parlor Game*, certain prompts will expire once a marked timer winds down. Timed actions might include: noticing a sound or snippet of conversation from another room and going to investigate, reacting to split-second observations, or acting on momentary impulses. The impact of timed elements on progression towards the endgame has to be limited in order to preserve pacing and prevent player frustration. Timed responses cannot be essential to progress — successfully hitting one can either unlock ‘bonus’ info/superfluous clues or put the player in a higher stakes situation (one option away from a game over). Acting on impulses can end the game.
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Aesthetics & HTML Elements
(click:"Aesthetics & HTML Elements")[
(b4r:"double","double","solid","solid")+(b4r-size:5)+(b4r-colour:(hsl:300,0.8039,0.5,0.85),(hsl:300,0.8039,0.5,0.75),(hsl:270,0.8039,0.5,0.55),(hsl:270,0.8039,0.5,0.35))[Descriptions of items and characters are arranged according to their simulated position on a birds-eye ‘map’. Each screen will be partially arranged to represent a ‘room’ — essential text and narration will be central, but the descriptions of characters, objects, and sounds will be positioned according to the space the item itself would occupy. Barely-heard conversations or small visual clues is represented in finer or more peripheral text. Size represents immediacy and importance to progression.
Art assets will be limited to character portraits, in order to establish the overall aesthetic and recognizability of the game. ]]
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