Stage

Stage

Stage is an Adventure Game in a pixel art style.

Overview

Roles
Game Design
2D/Pixel Design & Animation

Genre
Pixel Art, Point and Click Adventure

Engine
Unity

Tools
Photoshop, JPixel

Team Size: 3

Duration
2016
3 months

Platform
PC

Background

This project was an experimental exploration, examining how players respond when faced with the notion that the game itself is merely an absurd stage play. It challenges players by breaking the fourth wall and playfully taunting them for their participation, encouraging introspection about the act of gaming itself.

The game centers around a protagonist who gradually becomes aware that he is trapped within a theatrical production. With every interaction, the protagonist receives increasing applause from an unseen audience, amplifying the eerie atmosphere. In the climax, he faces a pivotal choice: remain in the fabricated world of the theater or break free and escape the play entirely.

Goals

Focus lay on humor as a central gameplay element, creating a light-hearted atmosphere through quirky character interactions, absurd potion-making scenarios, and unpredictable events that challenge the player.

Challenges

Effectively conveying the game’s meta-theme introduces unique challenges, as it demands a seamless integration of storytelling and gameplay to ensure the theme feels both coherent and impactful.

Roles and Responsibilities

Narrative Design

Narration is central to creating memorable and engaging point-and-click adventures. Every interaction entails either to a dialogue or monologue.

I aimed to engage players not only in solving problems, but also in forming a deep connection to the evolving storyline by branching narratives to show that their decisions shape the unfolding events. I allowed players to make meaningful choices that influence the story, providing them with a sense of ownership over their experience. By using branching narratives, I ensure that their decisions actively shape the unfolding events, making each playthrough unique and engaging.

Visual Design

The levels in this project are designed as distinct stage sets, starting with a conventional appearance and progressively becoming more surreal. I was responsible for designing each stage, creating the main character, and animating every moving element, ensuring a cohesive and engaging experience.

Key Takeaways

Size Matters

In pixel art, maintaining consistent pixel sizes across all assets is vital for preserving visual cohesion and aesthetic integrity. Each asset, whether it’s a character, background, or item, should appear to be part of the same world, avoiding mismatched scaling that can break immersion.

Achievements

A New Art Form

One of my key achievements in this project has been gaining a deep understanding of pixel art, learning how to effectively communicate complex ideas, emotions, and actions within a limited visual space. The challenge was to convey character expressions, environmental storytelling, and subtle details with minimal pixels.
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