CONCEPT
“Wald der Seelen” is 2D visual novel that explores a journey between life and death.
Players meet different characters, form relationships and confront their deepest fears, which manifest as creatures. The goal of the game is to calm these creatures to regain memories of the past and a chance to return to life.
The focus is on storytelling and character dynamics, offering a unique experience that delves into the mysteries of (after-)life.
TIME                              April - July 2023
TOOLS                          Unity, PS, Maya
TEAM                            Ellen Seeger   
                                      Finja Koehn
                                      Kai Bittighöfer
                                      Laurence Gilbertz
                                      Svenja Bette

TASKS                          Technical Art, VFX, Level Design,
                                     UI, Game Design
COACHES                    Prof. Susanne Brandhorst
                                      Prof. Thomas Bremer

CONTEXT                     HTW Berlin Game Design
                                      6. semester project
FUTURE
The slice of the gameplay only offers a glimpse of the whole story. In the future the team wants to add immersive sound and more visual feedback effects to make the visual novel even more satisfying to play. The tutorial scene, the creature encounters with their respective mechanics and the end of the game scenes are the next elements to be implemented in the prototype. Reworking the text and possibly translating it into other languages might be an additional focus, which would increase the accessibility and immersion of the game.
PROCESS & LEARNINGS
The process for this visual novel was a little different than usual, as the team was working on an idea that two of the team members had brought with them from a previous project, rather than developing it together.We faced challenges that took us away from our original plans. Our story script was completed just before the final showcase, which meant that the team worked mostly without a clear shared vision, leading to misunderstandings and last-minute adjustments. Nevertheless, I had the opportunity to learn a lot during this project, as it was my first time working as a technical artist, delving deeper into Unity and working on level design and UI animations.
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