
Climate Renaissance
A Mobile Game Concept that Tackles Climate Change
An individual game concept is designed based on a project brief from the D&AD New Blood Awards 2022 (worldwide design challenges), which targets bridging the virtual and real worlds.
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Mentor: Robyn Sussel, Jason Elliott
Genre: 3D, Third-Person, Multi-player, Farming, Simulation
Platform: Mobile
Team Size: 1 (Indie project)
Duration: 8 weeks
The Blog Behind: The Thorny Path to Climate Renaissance
Roles & Responsibilities
Game Design
The holistic game experience and concept were conceived by me alone with some advice from faculty, including the core loop and essential features;
I applied MDA methods and digital persuasion frameworks to the game design process;
I had research outcomes and audience feedback to validate the prototype.
Production
The game concept was prototyped in Krita - by making a collage of my drawings and open resources;
I drew the core player experience out to clarify how players would play in the game, interact with the real world, and how they would impact both worlds;
The prototype also presented the core loop, key features, and sensory "look and feel" as one piece.
Research
To bring real-world impact, I researched types of human behaviours that influenced climate change;
- To bridge the real world and virtual world, I analyzed some video games and digital apps to break them down into components that could help build connections;
- After understanding digital persuasion frameworks, I utilized B=MAP, Octalysis and Nudging to persuade people that this game concept could work.
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Storytelling
I had a preference for the post-apocalypse world, so the world setting was adopted in the concept;
I thought that three types of characters for multi-playing would be more engaging and diverse since players would encounter different events/activities/stories to apply their skills for a better in-game balance.
Tools
Prototype
Figma, Krita, Powerpoint
Production
Office, Mind Manager, Axure
Communication
Zoom, in-person meetings
STEPÂ 1: Research
To identify the key problem and target users, I read academic materials and compared some representative digital products to support my unique solution.

STEP 2: Target Behaviours
I targeted some feasibly changeable buying habits from human beings to embed the relevant goals in my design.

STEP 3: Apply Persuasion Frameworks - B=MAP
I defined my game as a green path behaviour in Fogg Behaviour Model and followed the design principles of motivations (Octalysis), abilities (accessibility) and prompts (daily exposure).

STEP 4: Explore Octalysis Tools
I designed detailed game features based on the eight categories of motivations in the Octalysis methodology.

STEP 5: Draft Game Overview -
Setting, Storyline, Characters
I ensured the world setting, storyline and characters were consistent and coherent as one;Â meanwhile, I created more possibilities in the gameplay.

STEP 6: Focus on Core Loop & Key Features
These elements below were a highlighted baseline associated with the game design process.

STEP 7: Prototype
I made a collage of sketches and inspirations to illustrate the core gameplay experience in the two worlds. Players could explore and scavenge seeds and materials to build their shelters.

By scanning and uploading grocery receipts, players could gain empowerment in-game.

Planting plants and cleaning up pollutants in the game would bring a visual and audio change to the post-apocalypse land and unite players through communities.

Challenges & Solutions
1. Who are the target users?
I researched which age group was easily influenced through education;
I dug some demographic data from other "green" apps/games and figured out a range of principal age groups;
I considered daily behaviours and economic states;
I found that United Nations had a perfect definition of "Youth" for me to refine the target users.
2. What are the target behaviours that I would like to change?
At first, I thought about eating habits, but it turned out as a misunderstanding;
I asked for some valuable advice from our precious faculty and got some insights on facts and directions that would consolidate my idea;
I did a literature review and figured out several typical daily purchasing behaviours that the target users could change without too much effort.
3. How can real-world behaviours and the virtual game impact each other?
Target behaviours mean the B in the B=MAP model as the game's ultimate goal;
I wanted to encourage people's new long-term behaviour, so the challenge was making it simple to do and finding a way to trigger it;
Hence, I thought of daily buying habits and featured the "scan & upload" of receipts while strengthening motivations via Octalysis;
Positively, I got help from others to make the hypothetical concept convincing;
The last thing I can imagine is to make it real if possible. ( ˶˙º˙˶ )à¨

