Kim reinders folmer – Gamedesign

creating authentic & atmospheric game experiences

I.

Synopsis: I. is an experiment in the search for self-expression through (the making of) videogames. It deals with difficult themes such as trauma, self-discovery and healing.

The goal was to use visuals, audio and gameplay to express these themes to leave an emotional impact on the player, rather than through dialog or text.

Link to the game: Play the game here!


Overview:

Type:graduation project
Duration:5 months
Primary Roles:programming, mechanic design & playtesting, narrative
Team: Gameartist, Audio/Music Designer , Designer (Myself)
Engine:Unity
Other tools:Sourcecontrol (Fork + Github), Miro, Aquarel paint on paper
Showcased:HKU Exposure 2024 & Polshoogte Festival 2025.

Process:

1. Setting the goal:

  • Creating an experience that:
    • expressed the themes of trauma, self-discovery and healing,
    • without dialog or text,
    • leaves an emotional impact on the player.
  • Identifying the requirements, constraints & affordances and potential directions.

(Images: investigating the why’s, and word-webbing.)

2. Defining the concept:

  1. Starting with a personal feeling as inspiration.
  2. Defining what the feeling means for me, through self-reflection & word-webbing.
  3. Finding interesting sub-themes & getting to the core.
  4. Defining what message to convey to the player.
  5. Formulate the design questionHow can i express the theme of trauma, self-discovery and healing through a videogame?“.

3. Finding playful gameplay:

  • Experimented with different types of gameplay.
  • Realization that current direction was not effective.
  • Researched into other games for meaningful gameplay.
  • Found simple and playful interactions to be most effective at evoking these themes.

Making the “Hurt” Mechanic:

  1. Narrative needed a dark moment and mechanic.
  2. Researching ways of visually expressing “pain”.
  3. Brainstorming mechanics that evoke pain and being overwhelmed.
  4. Sketching out the interaction in detail; keeping in mind gameplay progression. (player introduction , gradual increase in difficulty, and a surprise twist).
  5. Playtesting early versions of the mechanic.

(Images: Final version, visual research, brainstorm, sketching, first iteration.)


4. Telling the story:

  • Setting up narrative arc that tells the theme, keeping in mind dramateurgic story structure.
  • Translating the narrative to gameplay moments and mechanics.
  • Narrative arc is a framework for gameplay progression. Not completely set in stone.

(Images: moodboarding, sketching & experimenting with the artstyle & various iterations, and final version)


5. Finding the artstyle:

  • Moodboarding with references and sketching for the overal atmosphere and mood.
  • Experimented with watercolor on paper, scanning the paintings, editing them, and placing them in engine.
  • Experimented with different perspectives (3d, 2.5d and 2d).
  • Working together with the artist to emulate the handpainted look.

Showcasing the game:

  • Presented at HKU Exposure Event, Utrecht, 2024.
  • Presented at Polshoogte Festival, The Hague, 2025.

(Images: Player reactions at HKU Exposure 2024 & Polshoogte Festival 2025)