High Concept:
The game inspired by the systems of thoughts illustrated in the book "Thinking fast and slow" by Daniel Kahneman. One system being fast and instinctual, the other slow and deliberate.
High Concept:
The game inspired by the systems of thoughts illustrated in the book "Thinking fast and slow" by Daniel Kahneman. One system being fast and instinctual, the other slow and deliberate.
High Concept:
The game is inspired by the systems of thoughts explained in the book "Thinking fast and slow" by Daniel Kahneman. One system is fast and instinctual, the other slow and deliberate. The purpose of the game is to illustrate the two distinguishable modes of thought.
Production Details:
Platform: PC
Roles: General
Language: C++
Engine: Unreal
Team Size: 1
Development Time: 1 Month
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TBA
Making of
I've been interested in optical illusions and the fallacy that happens with our brain for a while, but recently I've become curious
as to why that is. After reading a few books on subconscious and conscious thought, I became inspired to illustrate all these biases of our brain into an interactive experience.
Example
Just to paint a picture.
In the adjacent gif is an example of what goes on during a system 1 thought. Most if not all people immediately notice that there is something wrong with the gif, but it only takes a short moment to see why that is. (There is a flower rotating in the opposite the direction in the third to last column) This is a poor example in 2D, but I find that players are often surprised by their intuitions to spot these minute details when surrounded by them. In actuality, there is another process going on before conscious thought and that is the system 1 thinking I mentioned earlier. It is my hope to expose these elements to the player to give them a deeper perspective of the processes that go into deceptively simple thoughts.
Technology
The game engine I'm using is Unreal using C++ and blueprints and Github for the repository.
Current Contributions
Graphics Programmer
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Added a cel-shaded renderer with edge highlighting using blueprints
Gameplay Programmer
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Object grabbing mechanic using Unreal c++ classes