LETHE - Point-and-Click Adventure

What is LETHE?

LETHE is a 2.5D Point-and-Click Adventure Game in which the player wakes up in the parking lot of a unknown government building and must figure out why they are there and what to do.

LETHE was made in Unity 2019.3 in my junior year at DigiPen Institute of Technology as a solo project for one of my design classes with a development time of about 2 months.

What Did I Work On For LETHE?

LETHE was the solo project I did for one of my design classes. The objective of the class was to deliver a game that was cathartic. Since it was a solo project I was responsible for the entire project from the programming to the narrative.

I wanted to try to make a good short cathartic game. I decided to make a point-and-click adventure game because I played quite a lot of them, so I had a lot of design I could reference. Additionally, I wanted to find a medium that allowed me to focus mostly on level design and on narrative design. All games require design in all aspects, but I wanted to find a medium that focused on my strength (level design), while still having a good capability of delivering the desired cathartic narrative.

Along with the various systems and framework for the functionality of the point-and-click game I also worked on creating most of the art assets for the game including the characters and environmental assets.

What Did I Learn From LETHE?

  1. ORGANIZATION – Unlike some of my previous solo projects LETHE resulted in a complete finished project that wasn’t that far off from the original concept, however with a greatly reduced number of “puzzles.” This was because I began with a solid complete plan of the production cycle and due to the constraint of making a cathartic narrative game I wasn’t able to overscope. It taught me how to organize my personal projects a lot better which proved useful in future projects both personal and team.
  2. NARRATIVE – Before LETHE I had never really focused on narrative in my games, which resulted in many of my solo projects having very gamist cycles that didn’t end smoothly. This project allowed me to try to work on narrative, which overall helped me improve my ability to produce a cohesive gameplay arc in my projects and levels.
  3. VISUAL STORY TELLING – Though I was used to telling stories through visuals because of my cinematography work on indie films, I hadn’t up to that point truly NEEDED to tell my stories inside the levels I had created. Many of my previous personal projects were heavily gamist and non-narrative focused, which made me focus more on creating levels that allowed players to fully utilize the mechanics of the game, however this was my first time truly delving into something that I love which is telling the narrative through the environment of a game.