Game Design Portfolio
PLO 3:Storytelling

SLEEP WALKER

A puzzle-chase game where narrative emerges through layered dream mechanics and escalating threats.

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Overview

This game explores storytelling through gameplay rather than dialogue.The player is trapped in a layered dream consisting of two states — white dream and black dream — where paths shift depending on perception.
The core narrative experience is a sense of anxiety, disorientation, and escalation, as the dream becomes increasingly hostile over time.

How Story is Integrated into Gameplay

Layered Dream = Narrative System
The dual dream system is not just a mechanic, but a narrative device.Each dream state reveals different paths, representing unstable perception and fragmented reality.
Players are not merely solving puzzles; they are interpreting the world.
Chase Mechanic = Emotion
The constant pursuit mechanic creates tension and urgency.Players cannot backtrack, forcing them to make decisions under pressure.
This reinforces the emotional experience of being trapped in a nightmare.
White dream
Black dream
Escalation Across Levels
As the player progresses, the dream becomes more dangerous.
In later levels, a second enemy type is introduced, increasing complexity and cognitive load.This escalation reflects the deepening instability of the dream.

Worldbuilding & Character

The game's protagonist is a character plagued by sleep disturbances; here, dreams serve as a metaphor, symbolizing the psychological stress he endures and his sense of losing control. Moreover, as the game progresses, his dreams become increasingly nightmarish and terrifying. Yet, the protagonist must remain calm and seek a way out of this dreamscape.

Narrative Impact on Player Decisions

The narrative directly influences the player's decisions. Under mounting pressure, players must choose their path, calmly strategizing how to find a way out while evading enemies and preventing the monsters behind them from catching up.

Reflection

  • Through this project, I learned that a compelling story does not necessarily require dialogue.
  • Instead, the narrative can emerge organically from game mechanics, pacing, level progression, and player emotion.
  • In future versions, I intend to further enhance the environmental storytelling—for instance, by making the visual presentation more chaotic to underscore the increasingly perilous nature of the dreamscape, thereby deepening player immersion.

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