Interactive Storytelling
- "Eyes Off!"

A Narrative-Driven Game About Challenging Social Norms

A Narrative-Driven Game About Challenging Social Norms

A Narrative-Driven Game About Challenging Social Norms

This interactive story game tackles victim-blaming culture surrounding gender issues. Through 9 compelling levels of everyday experiences, players are empowered to embrace vulnerability and reject judgment. The game fosters self-reflection, challenges absurd societal norms, and inspires action toward a safer, more inclusive world.

TEAM

Self-project

@ Parsons MFA Design & Technology

MY ROLE

Game Designer & Developer, Illustrator

TOOLS & SKILLS

Unity, C#, Adobe Photoshop & Illustrator, Procreate

Timeline

Feb - May 2023

Motivation

In 2022, a woman's anonymous article about suspected secret photography went viral. Instead of support, she faced harsh victim-blaming, shifting focus away from the act of harassment. Shocked by society's unrealistic standards for victims, I conducted in-depth research on gender theories and personal stories. Inspired by feminist discourses, I sought to use game design as a powerful tool to drive awareness and encourage positive change.

In 2022, a woman's anonymous article about suspected secret photography went viral. Instead of support, she faced harsh victim-blaming, shifting focus away from the act of harassment.


Shocked by society's unrealistic standards for victims, I conducted in-depth research on gender theories and personal stories. Inspired by feminist discourses, I sought to use game design as a powerful tool to drive awareness and encourage positive change.

Research Question

The project is rooted in gender theory and feminist perspectives on sexual harm. Inspired by Raewyn Connell’s "Gender in the World Perspective" and Erinn Cunniff Gilson’s "Vulnerability and Victimization", I developed a framework to understand how victim-blaming emerges. I asked:

How can embracing vulnerability inspire agency and disrupt victim-blaming culture?

Design Process

To convey my research question effectively, I chose game design as the medium after experimenting with multiple prototypes. My goal was to challenge societal norms while engaging players with an approachable, lighthearted tone.


I decided to highlights daily gray-area scenarios that are in gray-areas where individuals may feel vulnerable under social expectations, particularly in the context of gender politics.


Guided by user testing and feedback, I iterated on mechanics and interactions to balance playfulness with context.


Key innovations included:

  • Transforming scenarios into interactive puzzles to maintain player motivation.

  • Introducing Peepers, a whimsical eye monster symbolizing social gaze and discrimination, to deepen the narrative and provide a clear antagonist.

/Storyboard Brainstorming

/Antagonist - "Peeper"

Refinement - Final Level Design

Refinement -
Final Level Design

After iterations and user-testing, I chose 9 levels from my storyboard and grouped them into three chapters:


  • General (Levels 1–3): Abstract scenarios introduce societal gaze.

  • Gender Roles (Levels 4–6): Players confront restrictive expectations.

  • Harms (Levels 7–9): Specific instances depict oppression and vulnerability.


Players begin as red characters, out of alignment with social norms, and complete levels by adjusting interactions. Success is visualized as closing Peepers’ eyes and turning characters green, signaling progress and clarity in gameplay.

/Level 1 - Shape

/Level 2 - Belonging

/Level 3 - Standing Out

/Level 4 - Childhood

/Level 5 - Outfit

/Level 6 - Food & Figure

/Level 7 - Posture

/Level 8 - Drinking

/Level 9 - Sexual Harassment

Levels increase in complexity, contrasting passive conformity with active resistance.

/Level 1 - Shape

/Level 2 - Belonging

/Level 4 - Childhood

/Level 3 - Standing Out

/Level 9 - Sexual Harassment

/Level 5 - Outfit

/Level 6 - Food & Figure

/Level 7 - Posture

/Level 8 - Drinking

Game Mechanics

After completing the initial playthrough, where players solve puzzles by conforming to norms, they enter an empowering phase. Equipped with the "Eye-Bye Glove", players go back to each level and slap the eyes off the monster Peepers, reclaiming their agency.


  • Metaphor in Action: This mechanic represents breaking free from conformity and halting invasive scrutiny.

  • Dynamic Feedback: Satisfying sound effects and visual cues amplify the feeling of empowerment and accomplishment.

  • Hidden in Gray Box in Each Level: This feature symbolizes the hidden choice to reject societal standards. It encourages players to embrace vulnerability and recognize the absurdity of norms that discourage gray-areas.


This playful yet impactful mechanic embodies the strength of standing against societal judgment, offering a cathartic and empowering experience.

After completing the initial playthrough, where players solve puzzles by conforming to norms, they enter an empowering phase.

Equipped with the "Eye-Bye Glove", players go back to each level and slap the eyes off the monster Peepers, reclaiming their agency.


  • Metaphor in Action: This mechanic represents breaking free from conformity and halting invasive scrutiny.

  • Dynamic Feedback: Satisfying sound effects and visual cues amplify the feeling of empowerment and accomplishment.

  • Hidden in Gray Box in Each Level: This feature symbolizes the hidden choice to reject societal standards. It encourages players to embrace vulnerability and recognize the absurdity of norms that discourage gray-areas.


This playful yet impactful mechanic embodies the strength of standing against societal judgment, offering a cathartic and empowering experience.

After completing the initial playthrough, where players solve puzzles by conforming to norms, they enter an empowering phase.

Equipped with the "Eye-Bye Glove", players go back to each level and slap the eyes off the monster Peepers, reclaiming their agency.


  • Metaphor in Action: This mechanic represents breaking free from conformity and halting invasive scrutiny.

  • Dynamic Feedback: Satisfying sound effects and visual cues amplify the feeling of empowerment and accomplishment.

  • Hidden in Gray Box in Each Level: This feature symbolizes the hidden choice to reject societal standards. It encourages players to embrace vulnerability and recognize the absurdity of norms that discourage gray-areas.


This playful yet impactful mechanic embodies the strength of standing against societal judgment, offering a cathartic and empowering experience.

/Gaining Eye-Bye Glove

/Second Playthrough - Slapping eyes off

UI Design

Vivid visuals and intuitive layouts: The UI enhances gameplay immersion with a cohesive aesthetic that reinforces the narrative.

/Landing Screen

/Pause Button

/Progression

Unity Development

To elevate the player experience, I utilized the Unity plug-in FEEL to integrate smooth animations and dynamic camera movements, adding polish and immersion to the game.


Design implementation focused on serving the narrative. The antagonist, Peepers, symbolized societal gaze and was central to the gameplay. Its animations and sound effects were meticulously designed to evoke emotional tension, amplifying the game's message.

To elevate the player experience, I utilized the Unity plug-in FEEL to integrate smooth animations and camera movements, adding polish and immersion to the game.


Design implementation focused on serving the narrative. The antagonist, Peepers, symbolized societal gaze and was central to the gameplay. Its animations and sound effects were designed to evoke emotional tension, amplifying the game's message.

To elevate the player experience, I utilized the Unity plug-in FEEL to integrate smooth animations and camera movements, adding polish and immersion to the game.


Design implementation focused on serving the narrative. The antagonist, Peepers, symbolized societal gaze and was central to the gameplay. Its animations and sound effects were designed to evoke emotional tension, amplifying the game's message.

/Unity Development

Exhibition

During the exhibition, over 50 participants engaged with the game, with 85% providing positive feedback on its impactful messaging and gameplay mechanics.

Evaluation &
Future Prospects

Evaluation & Future Prospects

Players praised the empowering action of slapping "Peepers", resonating with the game’s core message of rejecting judgment. While some takeaways varied from my original intent, all aligned with the theme of social change.


Looking ahead, I envision:

  • Expanding levels to explore diverse daily scenarios.

  • Enhancing interactivity with more excitement and challenging feelings.

  • Broadening accessibility for players of all ages, ensuring impactful gameplay for future generations.


This project leveraged my cross-disciplinary expertise in storytelling, interaction design, and technical implementation, bridging theoretical research with an engaging, thought-provoking experience.