Rhetorically Focused Game
Isabella and her service dog, Suka
SUKA - SERVICE DOG
HOW TO PLAY
GOALS FOR CHARACTER/PUZZLE DESIGN
REASONS FOR CONCEPT
During my first year at UC Santa Cruz as an undergrad, I noticed how so many students suffered from different levels of anxiety and depression. Since I get very intrigued and curious about how the mind works in certain circumstances, I would ask questions and do research on this subject and only found how some people were affected by outside sources to cause any unbalanced emotions while there were others that were affected internally by being born with it. Both cases would sometimes take medicine or/and types of therapy if they choose to overcome this. I also realized how many people that didn't understand how someone feels or deals with these circumstances of anxiety and depression, do not know how to help or approach in the wrong way in helping. So, when thinking of this game's concept, I wanted my players to understand and learn techniques on how to help a person with anxiety or/and how to help themselves if they have anxiety, but above all, I wanted my players to know, whether they are affected or know someone who is, that they have the power to overcome this. I want this game to show that others (like Suka the siberian husky, service dog, your character's family/friends) will be there to help, but in the end, the final push to overcome it or at least control better, will come from the person themselves. I want my player to feel that there is hope at the end, no matter what.