Brand New Skin
dc.contributor.advisor | Tania Allen | |
dc.contributor.advisor | Derek Ham | |
dc.contributor.author | Barrett, Lucia | |
dc.date.accessioned | 2023-02-20T13:51:33.860855 | |
dc.date.accessioned | 2023-02-20T18:57:50Z | |
dc.date.available | 2023-02-20T18:57:50Z | |
dc.date.issued | 05-2022 | |
dc.degree.discipline | Art + Design | |
dc.degree.level | thesis | |
dc.degree.name | Art + Design | |
dc.description.abstract | The duality between otherness and monstrosity forms the backbone of Brand New Skin, a conceptual computer role-playing game, or CRPG, centered on the experience of being a monster— a vampire. In its current form, this project is the beginning of a production bible for what will one day be a completed game. Vampires traditionally stand as symbols of power. Brand New Skin upends this trope— vampires are rewritten as symbols of intimacy; the game revolves around the process of engaging with humans and negotiating consent to feed, likening the act to real-world sexual encounters. It will follow the player’s journey of self discovery as they learn to navigate the monstrous nuances of a parallel society as a newly-turned vampire- a fledgling- named Marin, trapped within the confines of a sleepy seaside city shackled by superstition. Gothic conventions are dissected, scrutinized, presented to the player in the form of questions: internal monologues, character interactions, poking and prodding at the game’s environment. The player takes the reins to construct meaning, to understand, to forge an intimate, monstrous identity. | |
dc.identifier.uri | https://www.lib.ncsu.edu/resolver/1840.20/40282 | |
dc.title | Brand New Skin |
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