A downloadable game for Windows

You play as Max, a child who has just moved into a new house and finds themselves caught in a nightmare. In order to move forward in this dark and frightening environment, you will have to rely on the representation of your peripersonal space, where your perception is clear and detailed, and where you can reach objects. To help you on your way, toys belonging to you will help you to appropriate the space in order to reach your parents safely. Be careful, however, not to get too close to your terrifying brother's belongings, or you might let them overwhelm you...


Controls:


          Déplacements / Movements

                     Ramasser / Pick up

                     Mode de tir / Throwing mode

                   Viser / Aim

                   Lancer / Throw


Scientific context  

To integrate the scientific context to the game, we decided to construct the game mechanisms on basis of the notions of peripersonal space , ownership, and on the link between them

Concerning the core mechanisms of the game, the peripersonal space (i.e. the halo of light in the game) is represented as a plastic space in which the perception is enhanced and action-oriented . While the character is evolving in a stressful environment , this halo is shrinking around them. In order to achieve their goal, Max thus need to enlarge their halo by finding their own objects in the environment, as the perception of the peripersonal space is expanded in the presence of self-owned objects. At the contrary, finding other-owned objects on their way shrinks this representation. To emphasize the automaticity of such processes and of the motor coding of objects in the peripersonal space, Max automatically interact with the objects entering their halo of light.  Last, as the notion of peripersonal space is highly related to the notions of agency and body schema, we chosen to represent the "game over" condition by impairing the command's response a few seconds before the game over screen. 

Additional easter eggs referring to the experiments conducted in the thesis can be found in the game. For instance, the objects belonging to the character and its brother (self- and other-owned objects) are indicated by the colors blue and yellow, just as the experimental stimuli. Moreover, some elements of the environment (such as the texture of the ground) do not include horizontal visual cues, causing the player to rely primarily on the position of objects in order to find their way through the environment.


Credits:

Doctorante / PhD student : Lucie Lenglart

Game developer & game designer : Pierre Boussin

Game developer & game designer : Enzo Dufour

Environment Artist 3D : Neo Vallée

Character Artist 3D : Alexia Ruillet

Sound designer : Anne Visdeloup


StatusPrototype
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsLucieLenglart, Delphins, nyanpierre, Ickise

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Build.zip 61 MB