«The sleep of reason produces monsters» - A Spanish saying
The main protagonist is a young artist creating replicas of paintings by famous masters, but with addition of his own details that inevitably change the meaning of paintings. Eventually the artist finds himself in an esoteric gallery with all of his works. He also meets the Gallery Keeper who explains that the reason for him being there are his permissive replicas. To escape the gallery and return to the real world our hero must fix his paintings, clearing them of all the needless details and thus restoring the original meaning of each work.
1. The problem of contact between people and art
Many people see art only as a mean to satisfy sensory hunger. In other words, they only accept the aesthetic aspect of art and deny the conceptual aspect.
We would like to go deeper and introduce players to the ideas and thoughts expressed by the greatest creators through their paintings. However we do not insist on a single interpretation as the only correct one. We are aiming at creating a series of events and images for players to pass through, "experience" what is happening inside the paintings and draw conclusions.
2. The problem of creative process
This issue is being covered through interaction with objects and characters created by protagonist. Finding themselves in the alien painting environment they start to act unpredictably, as they have been created unconsciously. To return a painting to its original form, players will have to solve the conflict between the protagonist's characters and the world of the original. This will allow players to deeply comprehend the pictured events, understand the characters and think about the responsibility of the artist.
1. Gameplay A unique possibility to submerge into the three-dimensional world of paintings by the world's greatest artists as well as become an artist and pass the thorny path of becoming a true Creator.
2. Quests A lot of various quests: from meditative to extreme.
3. Levels Eight levels (paintings) with different themes.
4. Graphics Realistic graphics reflecting the technique of each artist.
5. Music High quality soundtrack with unique themes for every location illustrates the thoughts and images reflected in the pictures.
6. Sound Full dubbing of character speech.
The musical and sound design of the project will be handled by Vasily Kashnikov – composer for the most games by the studio Ice-Pick Lodge. Vasily has a lot of experience in creating sound pictures and is able to tease out the sound of all artistic styles featured in the game and reveal the inner world of each piece of art using such delicated tools as sound and music.
We are a young team of developers "Vessel-Age" game studio. Our goal is to spread the ideas from the world of art in the gaming world. Our project is based on educational principles, but we are not planning to create games for a narrow circle of devotees. We understand perfectly that a game should be interesting, and its walkthrough should be more fun than reading a textbook. Therefore we are striving to create worlds that would be attractive and interesting for most players and are hoping to draw the attention of people outside the video games fandom.
$6500 - Playable Demo version.
The game will include a starting location and a playable level. This will allow players to evaluate the game's focus and game play mechanics. At the same time, we will be able to draw more attention and potential investors to the project.
$30000 - Alpha version.
The game will include a starting location and three playable levels. The project will receive wide publicity and we will be able to release the game in Early Access. All of this will be useful in progressing towards the game's completion.
We are a part of a young, ambitious movement within the industry that sees games as an environment for aesthetic and intellectual enrichment. This culture is still developing, therefore not every publisher is willing to work with such projects. And even if they would be, we wouldn't want to start our creative path with complex financial and legal obligations that could potentially have a strong impact on the game.
No creator is able to survive without the public. A work of art can only exist when it gets publicity.
This way we receive wide publicity in the gaming industry that helps building up the audience and allows us to communicate directly with gamers and bear responsibility only for them.
Risks and challenges
We are an aspiring team and this is, in fact, our first project. But we are working in close collaboration with professional developers and constantly ask for advice from experienced studios.
We have a clear vision of the project's implementation. We have a clear vision of the project's implementation. However there’s always a risk of us failing the creative challenge, but this concerns the artistic aspect of the job and not the technical implementation.
- (30 days)