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Logline:

Sofia, she is social anxiety survival, she has been isolated from her real world when she turns to virtual reality.

Summary:

Sofia is a college girl, that isolated herself from the real world, of her overwhelming emotions. What turns around for her is the choices she must make in the virtual reality. 

Target Audience:

 
Primary: 12-20 years old
This group of people are more common for them to have some sort of issue with themselves or experience this kind of social anxiety without help.)
Secondary: 20-25 years old

Not many people I know in this age group living with social anxiety, but they are out there, and I want this visual art novel & gameplay of the outcome, is to reach them & it is never too late to seek help.

 

Purpose:

Breaking free from being social anxiety that you could even be better, that other doesn't determine how you would live your life. "WE ARE NOT ALONE" screams within people who have social anxiety that if you are willing to try and take the first step you will be able to escape the loop of anxiety.

Message:

I want people who are an able to out of their comfort zone or able to seek help or accepting people help from others.

Deliverance:

"IT DOESN'T HURT TO TAKE A STEP" taking a step out helps you to be open to more.

Story breakdown

  • Sofia loses someone precious in her life that totally change who she could be

  • Sofia studies in college couldn’t handle the stress and escape reality go into VR world

  • Sofia found herself lose in the world alone without her older sister

  • She locked herself isolation in her room playing through VR World

  • Whatever outcome she did in the VR will reflect good or bad outcome in the reality

  • She willing to take the first step out anxiety because of someone

  • Sofia accept the willingness of people impacting in her life and her impacting back

The Game play Sequence

  • Sofia had to do multiple task in her VR room such as (Self Love, Trustworthy, Believe , Confidence)

  • Tick on the task help increase the optimistic meter if the task fail it decrease the emotion meter.

  • Once the task is completed Sofia can leave the room.

  • Sofia went into the classroom to communicate with a girl and boy. 

  • Sofia went in the hallway making different choices of talking to this boy.

  • Determine of the emotion meter at the end that might lead to good or bad outcome in the reality.

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