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ANAMNESIS

Anamnesis is a 3D walking-simulator with strong themes of colour and sound. The word 'Anamnesis' means a recollection of memories, which ties in with the game's narrative. The player takes on the role of a painter and must open doors to past memories of their life. After reliving all memories, they have a choice to make.

DOWNLOAD

Download and Play for yourself: https://amberleighbl.itch.io/anamnesis

DEVELOPMENT VIDEO

This is a video discussing the design decisions and development process we took when making Anamnesis, as well as a full playthrough of the game.

INFO

Anamnesis was created by Team Scarab as part of our University's Professional Practice module. It was created for a client, LiminalVR, in order to invoke the feeling of awe. It was created in the Unity engine.


Awe is a central theme of the game and we chose to express this emotion through the game's narrative as well as its colour changing mechanic. Essentially, every time the player experiences a key memory of their life a colour is unlocked. Every object of that colour slowly fades from a monotone grey to its original colour. For example below is an image of the forest before the player interacts with a green apple, and after the player interacts with it.

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The goal of the game is to unlock all six colours (two per area) before the player can experience the ending of the game. The game contains three areas: A forest, a beach and an aquarium. Each level has something different to offer the player and different themes and emotions that are explored in the story.

MY ROLE

Five people were part of the development team for Anamnesis and I was one of two programmers. I implemented the core mechanic of the game, the colour change as well as working on the game manager and certain UI elements such as the pause menu and subtitles.


Working in a development team like this gave me better insight into the roles each person plays in development as well as strengthening my ability to work as part of a team. This project challenged me in a unique way as it allowed me to work with materials more in Unity and better understand how things are rendered in the engine.

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