Jabberwocky
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Monster designs considered both the avatar and AI companion.
Monsters were designed in one of two classes:
- Monsters who the main character could fight on his own needing no help from Jabby.
- Monsters who the player would need Jabby's assistance in defeating (at least until certain conditions were met).
We wanted to deliver a companion you felt was real.
Much of the design process involved an intimate understanding on the mechanics each enemy would push on, the gameplay loop with and without Jabby in play, and the gameplay loop when the main avatar had earned the "tools' necessary to defeat the enemy on his own. To do this, much thought was put into:
- How we would make Jabby helpful, but not all-powerful, allowing the player to feel a sense of competence but also a sense of care for him.
- How Jabby would handle any given monster, and what would be asked of the player at any given point in the loop with that monster.
- How to bring Jabby in and out of play via narrative or gameplay means in order to sculpt an encounter or emotional beat.