Behind The Mask


Experiential




Goal:
Mapping information around the Providence Athenaeum Library and transform the data into another medium.


Index:
#1 - Design Research
#2 - Visual Identity
#3 - Game Design

Software Used:
Figma, Cinema 4D, Unity, Visual Code Studio, Glyph, Procreate, Adobe Illustrator, After effects, Indesign, Photoshop


Designer:
Yining Li
Xiangqian Huang 
Qiyang Peng

Timeframe:
9 Months


Mapping Providence Athenaeum

Transforming information into experiential spaces
Begin from mapping information around the Providence Athenaeum Library, we visualize the history and tales of the library into a third-person perspective game that allows the audience to experience the library’s stories within the data.
Final Deliverables

Unity Based Interactive Game
Gameplay Video
User Interfaces in After Effects
Game Logo in Cinema 4D
Narrative & Game Setting Booklet



Initial Inquiry

Start by using mapping as a tool to gather and organize information, then transform the mapped data to communicate the complex, multi-layered narratives of an urban environment.
Goal

Our task was not just to gather data but to interpret it, transforming cold figures and abstract visuals into stories that is intriguing and could resonate with human experience. 

Visualize Information

Experiment with various media and transforming complex information into informative, captivating visual formats.




Transform into experiential

Transforming visualized information design into a 3D virtual game proposal.
Creating Game Storyline

“As a child, Moore used to visit the Athenaeum library with his father, Allan Poe, who was a prestigious librarian. Poe’s occupation enables Moore to discover every corner of the library, but only except for the Attic. (Poe uses Attic as a secret stronghold for studying Cthulhu Cult, he understood the rules of survival in this world, but it was too late for himself to be remediated) Whenever Moore approached the Attic, he would be restrained by his father, who warned Moore in a severe tone not to go near the Attic. (Because Poe doesn’t want Moore to get trapped in the Cthulhu Cult, Poe thinks it’s too dangerous for Moore)

Suspiciously, Poe never says why, which makes young Moore even more curious about the mysterious Attic.

When Moore grew up one day, the world suddenly began to change. People on the street go crazy as if they’ve been brainwashed. They wore uniform robes, formed several columns, and walked tremblingly towards the west. Even Poe often mumbles in an incomprehensible alien language. In the blur, Moore vaguely hears that the day is called Advent. (The Advent day, due to the brainwashing by the Cthulhu Cult, people have been Cthulhuized, and their will in the world is gradually being eroded by Cthulhu civilization. Poe’s fascination with literature made him one of the first people to be brainwashed by Cthulhu.) In the distorted screams and shouts, at the last moment, when Cthulhu Cult utterly brainwashed Poe, he gave Moore the key to the Attic. Without saying anything else, he collapsed and ran away, never to be seen again. After that, this library was also occupied by the Cthulhu cultists.

Please start your journey to decode Poe’s wishes to Moore and reveal the true meaning living on the world of Cthulhu.”

Creating Visual Identity


Visualizing the whole storyline we’ve created.
Landing Proposal

We proposed a collaborative project for landing this game in Unity Engine.
Game Design Sketches

#1 - Character Design
#2 - Game Map 
#3 - Design Navigation
#4 - Scene Design
#5 - Architectural Style Design
#6 - Zone Design
Unity & Visual Studio Code Snippet