> [!INFO] Emotional Design Concept: Atlas G (Toy Worlds Atlas)
> **Author**: Nikita Stulikov
> **Teacher**: Dan Clark
> **Goal**: Design a mini experience that either teaches a mechanic (tutorial) or creates a strong emotional beat.
> **Game**: [Toy Worlds Atlas](https://nepobjedivi.website/DESIGNS/ToyWorldsAtlas/TWA_GDD)
> **Level**: [Atlas G](https://nepobjedivi.website/DESIGNS/ToyWorldsAtlas/AtlasG_Doc) (Worm)
### Concept
This document outlines an emotional beat that occurs in the 7th (of 10) levels in the ["Toy Worlds Atlas"](https://nepobjedivi.website/DESIGNS/ToyWorldsAtlas/TWA_GDD) game. This game is a philosophical **colour-book** where each page (a level) presents a unique **puzzle** that enriches the player's erudition through references to intellectual subjects. Puzzle pages can be solved in multiple ways, each time with a unique colour combination. Each discovered atlas variant appears in the Orangery scene where they interacts with other completed images in unpredictable ways.
The subject of this document is the ["Atlas G"](https://nepobjedivi.website/DESIGNS/ToyWorldsAtlas/AtlasG_Doc), where the player must colour a picture of a worm. The pigments are based on [Luscher's psychological test](https://psytests.org/luscher/lus8en.html). There the participant selects a succession of 8 colours, and the tester concludes on their psychological state. A unique feature of atlas's page G is that there are **no wrong answers**: the player can select any colour succession. In the previous pages, the player must have met a specific condition to solve the puzzle and to proceed. When Atlas G is completed, the player receives a brief personal profile generated from their selection of colours.
### Design Description
This atlas page targets emotions related to surprise, wonder and curiousity. I believe people love to know themselves better, to a certain degree. The original Luscher's wording is reformulated in briefer, simpler and less psychoanalytical terms to make conclusions non-intrusive and safely publicly displayed.
Each page of the "Atlas" touches on an intellectual theme. Page G references [the problem of personal identity](https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&ved=2ahUKEwi_ke363eiQAxXkETQIHQl1BisQFnoECA0QAQ&url=https%3A%2F%2Fplato.stanford.edu%2Fentries%2Fidentity-personal%2F&usg=AOvVaw2NCLB2XDOy1412NCJbM2Q8&opi=89978449). The use of Luscher’s psychological test is thematically consistent with the topic. Psyche is naturally perceived as a holistic entity. While actually it consists of states (think worm segments). And one psychological state is usually impenetrable to the thought of another state. However, this particular idea is not explicitly referenced in the atlas page.
Perhaps the most fascinating thing about worms is that when one is cut in half, it becomes two. When the page is complete, an animation will plays in which the warm splits in two halves (both keep the player's selection of pigments). Then it crawls into the Orangery button, indicating that the worm can now be accessed in the Orangery scene.
Colourant buttons levitate over the screen. This design challenges the player to catch the button they want to press, and complements the surreal aesthetic. In the strict sense, Atlas G is not a puzzle. However, being placed in-between genuine puzzles, it provides a rest, while the disruption in the game's pace is memorable.
### Prototype
**Gameplay**:
1) Before the player interacts with the scene, the worm has no colour, and the buttons with colours levitate on the screen like soap bubbles. The rules description says: "Please select the colour which you like the best at the present moment"
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/1 1.png]]
2) The player selects the first colour that they like the most at the current moment. When this colour is clicked, all repeating buttons also disappear
3) The colour of choice briefly lights up at each segment of the worm's body, and fades out in a second
4) The player selects the second colour from the remaining -> Repeats until all seelcted
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/2 1.png]]
5) When the last colour has been selected, all buttons appear again, and the rule description changes: "Now please select colours again as though you were seeing them for the first time"
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/3 1.png]]
**Victory animation**
1) When a succession of colours got selected twice, the worm cuts in two halves. The second half repeats the succession of the player's 2nd choice.
2) Both worms start to recover severed parts, and fill them up with respective colour selections.
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/4.png]]
3) Then both worms crawl into the Orangery button
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/5.png]]
4) When worms have crawled away, a brief personal profile appears in its place, generated from the player’s selection of colours.
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/6.png]]
5) The last worm appears at the Orangery scene
![[DESIGNS/ToyWorldsAtlas/Gameplay/G_StoryBoard/7.png]]