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Game Designer

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OVERVIEW

You Owe Me is a Graphic Adventure in first person. Taking place during a single day, the protagonist is experiencing a romantic break up and gets asked out by a friend of him

The theme of this module was simply "adult themes", so I decided to try and work on what i always felt a big limitation of mine: I never felt able to "wear women shoes" fully, always feeling like I could not understand them completely.

This game tries to convey to a primarily male audience what could happen after refusing sexual advances in a time of fragility, by swapping the stereotypical roles and a shocking finale.

As I did with every project, this was a chance to experiment and learn, as it was my first narrative experience. I also challenged myself technically with this game, since a dialogue system as featureful was new to me at the time.

KEY FEATURES

  • First Person Graphic Adventure

  • Rhetoric - social message underneath

  • Emergent Narrative

  • Linear Progression

  • Interaction systems

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IN-DEPTH

Solo Dev

In this module the subject was simple yet vague: "adult themes", leaving much space to personal interpretation. So I decided to go in weirdly specific direction: i always felt like I could not fully understand what women went through a lot of the times, but more specifically what they feel during sexual interactions with men, mainly when the advances are not gladly received. 

I wanted to explore what it means to always have the thought that, despite your best efforts, you could get physically overpowered, the fear that it comes with the knowledge that walking back home all alone could mean being in danger, the terrible position you could find yourself after refusing to have sexual intercourse with someone drunk.

The narrative is completely emergent, no narrator is present and everything comes out from the actions and dialogues of the character.

And so this came out, i wanted to convey all this feelings of powerlessness to a primarily male audience by swapping the roles. A relatable male MC that is going through a breakup is putting his ex's stuff away, a friend calls and asks him out since a new girl wants to meet him. At the bar the situation quickly becomes uncomfortable, and when trying to leave, a terrible decision brings the story to an abrupt end.

Features

  • A compelling and emergent narrative​

  • Featureful dialogue system:

    1. Text appearing one letter at a time​

    2. Name of the speaker in a dedicated box

    3. Portrait of the speaker next to the dialogue box

  • Interaction system:

    1. Interactable items are highlighted and a prompt appears when looking at them from close enough

    2. Certain items get picked up when interacted with - hold in hand close to the screen, no inventory system

    3. Items held slightly slide when looking up or down with the camera.

  • A linear narrative but always a chance to learn something more about the story through optional tasks:

    1. Interactable items that give more information or context about the situation.​

    2. Invisible walls that show an internal monologue the first time they are collided with.

  • A day-night cycle during the progression of the game.

  • Animated characters and transitions.

PROJECT DETAILS

  • Solo Dev

  • Genre: Graphic Adventure

  • Platform: PC

  • Development time: 1 1/2 months

  • Engine & Tools used: Unity, Photoshop

  • Other: During this project i was mentored by industry professionals.

ABOUT ME
Junior Game Designer with a passion for the technical side of things and a deep understanding of Visual Scripting tools.
Graduated in Game Design at TheSign Academy in Florence.
PORTFOLIO
SOCIAL NETWORKS
  • Instagram
  • LinkedIn
  • GitHub
  • Youtube
I am looking for a position where i can use my hybrid set of skills while learning an array of new ones.
2024 - ALBERTO SARGENTI
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