A very artistic passion project, I worked on hairy eyeballs fully on my own, in my spare time. I love the art of game design in all shapes and sizes going from fun high tempo clashes to slow and mellow narrative, and I love putting my soul into this medium. This is where hairy eyeballs came from, an artistic and video game-y representation of myself. To get a personal project out feels always impossible but I've devised a method that works fairly okay for me. I took the format of game jam deadlines, a strict no extensions rule, and stick to it no matter what, doesn't matter if the finished product doesn't launch the second it hits deadline I have to hit submit and publish.
This all or nothing approach has taught me a valuable lesson and a new unique view on my work. To not fully attach my self to my past mistakes and faults, if something doesn't work it's no big harm, there's always something new to take it's place, I believe this is the single most useful lesson I learned over my course of study and I apply it in all of my design philosophy.
Screenshot from a dialogue scene in-game
Bellow you can see what my GDD looked like for this project. I tend to create very high detailed documents for games, but when it comes to personal projects I tend to go very free-form open ended, as it allows for free-flowing ideas and subsequent changes.
To convey the emotional burden that comes with dysphoria, I got inspired by actions I do in everyday life, shaving in this case. As I set out to create a "walking simulator" I devised to convey the frustration and burden that comes with dysphoria I added a shave mechanic to the walking. This mechanic is ever present and if left alone it will stop you from getting more information from the game by covering the screen. To ensure that the player pays deep attention to the shaving I added a "slit" mechanic where if the player yanks the razor about too quickly or carelessly they will create a permanent bleed that will get worse with time.
For the visual language of the game I chose a blend of low fidelity models and shades to both mask any inconsistencies while making everything more coherent, and to simulate the headspace of talking to someone who doesn't necessarily want to be read but simply has to talk. To do that the dialogue scenes are recreated to look like VLC media subtitles or other ripped subtitles on a computer, with the stark colors being intentionally off putting, I wanted simulate the feeling of placing the player in front of a laptop in pitch dark room.