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Bed Out






























FUNCTION
Game Designer
Programmer
DESCRIPTION
Miguel, a 27-year-old young man who lives fully in the city of Manaus, is diagnosed with an illness. From that point on, you feel that something seems to be growing inside you. What would that be? Is there any way to avoid it? Is it possible to prevent this from spreading? It's up to you to discover the outcome of this story.
PLATAFORMA
Itch.io
ENGINE
Unity
Acting and Production

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.

Miro overview of the project.
After the theme was announced, I met with the team in a face-to-face circle to write down the first things that came to mind when we thought about roots. Regarding the theme, we originally thought about working on a horror game that addressed familiar themes as problematic and using different protagonists to address some of these themes from their own point of view. In the game genre, three main ones were suggested that match the ideas and references we had in mind (Limbo, The Bing of Isaac and Undertale): Roguelike, puzzle and visual novel.

Initial roadmap planned for the phases.
Having decided that a deep, psychological theme would be addressed, using the theme of roots more as a metaphor than an element of the game itself, we decided that the Visual Novel genre would bring greater immersion in what we wanted to deal with, in addition to giving greater freedom to work with the characters' dialogues and their interactions, which would be fundamental factors for the course of the game and story. The next step was, then, to develop the script so that the game progressed fluidly and addressed the protagonist's healing process, giving the player freedom to make some choices so that the immersion could be more concrete.

Project Trello.
After defining the general vision of the game, the pillars and main conflicts of the story, I met with the team to define each person's role and tasks through the Trello that I created and organized to divide the tasks and signal what needed to be done urgently. and what was already ready I divided the planning as follows: 01/30 - Start of Game Jam and Brainstorming; 01/31 - Definition of the GDD and division of tasks; 01/02 to 04/02 - Development; 05/01 - Final tests and delivery. Production Programs: Unity Engine, Clip Studio Paint, Reaper, Canva, Figma. Planning and Organization Tools: Trello, Miro and Google Drive. Personal note: These three planning tools are my pillars when I participate in a Game Jam, because they offer all the organization I need to divide tasks within the team and monitor the production process.

Mechanics programming
The decision to use the text style of Visual Novels was, therefore, crucial for us to have something “ready” and be able to dedicate ourselves to other areas of the game. Despite this, we decided to implement a minigame during the gameplay, so that it would not be tiring and repetitive for the player to just read the texts. The tidying up the room minigame was designed not only to break up the flow of text, but also to demonstrate in practice the importance of doing “active” physical activities for the process of treating depression, from which the protagonist suffers.

General programming
So that we programmers and testers could have access to the game build in real time, we used Plastic SCM to upload each change we made to the project. In the main mechanics of the game, due to the time available, we used a free asset from the Unity Asset Store, VNCreator, which facilitates the conversation system and allows decision-making within them. So we would just replace the character sprites and default dialog UI with our own (which I made in Figma!). Creating the cell phone chat system was definitely one of the most laborious parts of the programming.
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