Untouchable

A game exploring the inner world of autistic individuals.

Chapter 1 Concept

Game Concept

This time, I chose to explore the theme of 'Pursuing the Inner Butterfly'. It represents the journey of self-discovery and growth for individuals on the autism spectrum. Though beautiful, this inner butterfly also makes it challenging for them to connect with a society that does not understand them. The protagonist, embodying all individuals with autism, persistently chases the butterfly, reflecting the difficulties in expressing and nurturing their unique talents. This indicates the importance of accepting differences on this journey of self-acceptance. In the context of autism community, the butterfly (as depicted in picture 1) evokes thoughts of change and symbolizes the beauty of diversity of autistic individuals.

Chapter 2 Level Design

Stage One

At the game's start, the protagonist observes a red butterfly fluttering away. Driven by his inner voice, he decides to chase that butterfly. This stage intentionally fosters a comfortable gameplay experience, mirroring the peaceful state of mind associated with autism. All the player needs to do is to guide the protagonist going forward. The atmosphere and color scheme also enhance a sense of calm, brightness, and peace. As indicated by studies, autistic individuals are more likely to prefer green and brown colors, which inspires the color scheme of this stage.

Chapter 2 Level Design

Stage Two

In stage two, the protagonist comes across a sleeping bear. Even if the player successfully sneak past her, the bear still awakens. Surprisingly, the bear is friendly and gives crucial advice for navigating the following stages. Despite the lovely bear, the atmosphere of this stage is obviously more intense and depressing. The intrusive red tone mirrors the protagonist's anxiety as he attempts, unsuccessfully, to catch the butterfly.

Chapter 2 Level Design

Stage Two

After talking with the bear, the protagonist crosses a bridge and reaches a clock featuring large minute and second hands. Following the bear's advice, the protagonist decides to push the second hand forward. This stage aims to convey the significance of "time" in the context of a autism spectrum. The inclusion of a clock, prompted by advice from a bear character, symbolizes the key role of timing in making decisions and discovering solutions. As indicated by studies, problems with timing and time perception have been suggested as key characteristics of autism spectrum condition.

Chapter 2 Level Design

Stage Three

In this stage, a vast lake block the protagonist's path forward. Mystically, a whale emerges, providing a platform for the protagonist to step on and granting a ride across the lake. At the center of the lake, the protagonist encounters a group of owls, each singing with a specific pitch. To progress, the protagonist must solve the pitch puzzle presented by the owls. As indicated by studies, autistic individuals tend to feel fearful and anxious about sound, and may experience unpleasant physiological sensations.

Chapter 2 Level Design

Stage Four

The butterfly stops at stage four, a stunning, dreamlike place. It portrays the deepest place of the protagonist's heart. Here stands a giant, mirroring the protagonist and embodying the true self of him. When the protagonist finally reach the butterfly, he extends his hand to touch it. The giant then mimics the motion, using his hand to embrace the protagonist. At this moment, the protagonist ultimately embraces and accepts himself. The screen then fades to black, revealing the title "Untouchable." The protagonist strives to touch the butterfly, yet the actual journey is to uncover and touch his true self.

Sprite Renderer Shadows

By default, the sprites in Unity do not cast shadows. For more realistic lighting, I made a Shader Graph that casts shadows based on their alpha value, producing accurate shadows without compromising performance.

UI Fade In & Out

The control of this game is simple and straightforward. To avoid disrupting the player's experience, I only display button hints when they reach the corresponding stage. This script manages the fading of the Tips.