Hidden Heart
Hidden Heart
Hidden Heart is a role-playing game (RPG) I developed in RPGMaker MZ for my senior thesis research project and is meant to represent a first step on a healing journey for those with social anxiety disorder (SAD).
The game focuses on Lybao, a person whose social anxiety, fueled by her tumultuous past, causes her to isolate herself. In the game, Lybao is trapped in a strange dream world and the player follows her as she searches for the courage to face the monsters in her mind.
Hidden Heart is a role-playing game (RPG) I developed in RPGMaker MZ for my senior thesis research project and is meant to represent a first step on a healing journey for those with social anxiety disorder (SAD).
The game focuses on Lybao, a person whose social anxiety, fueled by her tumultuous past, causes her to isolate herself. In the game, Lybao is trapped in a strange dream world and the player follows her as she searches for the courage to face the monsters in her mind.

Goal
Help players who have SAD begin to heal
Tool(s)
RPGMaker MZ, Photoshop, DePaul's Research Databases and Resources
Timeline
4 months
Goal
Help players who have
SAD begin to heal
Tool(s)
RPGMaker MZ, Photoshop, DePaul's Research Databases and Resources
Timeline
4 months
"Hidden Heart"
"Hidden Heart"
Playable on desktop!
Playable on desktop!
01
01
Research
Research
Beginning in 2020, the COVID-19 pandemic that resulted in quarantining across the globe had the consequence of increasing loneliness and social isolation (Saltzman et al., 2020).
Considering the aftermath of the COVID-19 pandemic, taking a severe toll on the mental health of people worldwide, I was inspired to create a video game that would help combat this epidemic.
Beginning in 2020, the COVID-19 pandemic that resulted in quarantining across the globe had the consequence of increasing loneliness and social isolation (Saltzman et al., 2020).
Considering the aftermath of the COVID-19 pandemic, taking a severe toll on the mental health of people worldwide, I was inspired to create a video game that would help combat this epidemic.


But why a video game? Good question!
But why a video game?
Good question!
A study found that 88.4% of its participants reported being emotionally healthier because of video games.
A study found that 88.4% of its participants reported being emotionally healthier because of video games.


The genres these players felt the most benefits from were survival horror games, music games, and RPGs.
RPGs were the most played genre based on responses, with players stating they felt higher autonomy when playing them, relating to the in-game characters and situations more (Hazel et al., 2022).
The genres these players felt the most benefits from were survival horror games, music games, and RPGs.
RPGs were the most played genre based on responses, with players stating they felt higher autonomy when playing them, relating to the in-game characters and situations more (Hazel et al., 2022).
02
02
Narrative Design
Narrative Design
In the initial drafting stages of Hidden Heart, I brainstormed how to approach the basic structure of the game—deciding to base the game’s setting in a dream-like world with various areas that would give the player hints to the protagonist’s past traumas as they guide the protagonist to face a final boss representing their worst fears and anxieties.
In the initial drafting stages of Hidden Heart, I brainstormed how I wanted to approach the basic structure of the game—deciding to base the game’s setting in a dream-like world with various areas that would give the player hints to the protagonist’s past traumas as they guide the protagonist to face a final boss representing their worst fears and anxieties.


I also decided early on to include cutscene sequences throughout the game that would give more insight into the protagonist’s mental state.
I took this approach since SAD is such an isolating experience (Oren-Yagoda et al., 2022), as it is a condition that relies upon one’s perception of social interaction and fear of being rejected or judged by others (HHS, n.d.).
I also decided early on to include cutscene sequences throughout the game that would give more insight into the protagonist’s mental state.
I took this approach since SAD is such an isolating experience (Oren-Yagoda et al., 2022), as it is a condition that relies upon one’s perception of social interaction and fear of being rejected or judged by others (HHS, n.d.).


I believed a game that represented a struggle within one’s “dreams” would be ideal to show how social anxiety is felt and manifests internally, as well as to create a narrative that could be juxtaposed against her life when she is awake.
03
03
Character Design
Character Design
The playable character for this game is a 19-year old girl named Lybao.
I gave her a bright and colorful appearance to emphasize her kind, playful personality, as well as to fit into the dream-like nature of the world she is in for the majority of the game, giving insight into her ideal dream self.


I illustrated a portrait of the character to show up whenever Lybao has dialogue, and a walk cycle for her sprite for when the user is controlling her.
The playable character for this game is a 19-year old girl named Lybao.
I gave her a bright and colorful appearance to emphasize her kind, playful personality, as well as to fit into the dream-like nature of the world she is in for the majority of the game, giving insight into her ideal dream self.



I illustrated a portrait of the character to import into the engine, showing up whenever Lybao has dialogue, and a walk cycle for her sprite for when the user is controlling her.
04
04
Environment Design
Environment Design

A large part of designing the environments was ensuring they were alluring and comforting, which I accomplished by using bright color palettes and cozy imagery.
Lybao’s dialogue also romanticizes these areas, enticing the player to stay with descriptions of their beauty. However, these areas are also mostly empty and seemingly stuck in time, emulating the experience of isolating oneself from the outside world.
A large part of designing the environments was ensuring they were alluring and comforting, which I accomplished by using bright color palettes and cozy imagery.
Lybao’s dialogue also romanticizes these areas, enticing the player to stay with descriptions of their beauty. However, these areas are also mostly empty and seemingly stuck in time, emulating the experience of isolating oneself from the outside world.
05
05
Game Design
Game Design
In terms of gameplay mechanics, I aimed to create an experience that involves the player in a thoughtful way.
In terms of gameplay mechanics, I aimed to create an experience that involves the player in a thoughtful way.
Thus, the game aims to emulate the treatments as well as the symptoms of SAD in the gameplay and narrative, as the player relates to Lybao and begins to heal as they go on her journey with her.
Thus, Hidden Heart aims to emulate the treatments as well as the symptoms of SAD in the gameplay and narrative, as the player relates to Lybao and begins to heal as they go on her journey with her.
For instance, the “Puzzle Room” requires that the chess pieces be placed in a certain way to proceed.
Bookshelves in the area contain hints as to how to solve the puzzle, as the puzzle’s solution inherently relates back to Lybao’s past, In solving this puzzle, exploring the space, and leaving the area, Lybao and the player are exposed to part of why she is the way she is.


For instance, the “Puzzle Room” requires that the chess pieces be placed in a certain way to proceed.
Bookshelves in the area contain hints as to how to solve the puzzle, as the puzzle’s solution inherently relates back to Lybao’s past, In solving this puzzle, exploring the space, and leaving the area, Lybao and the player are exposed to part of why she is the way she is.

06
06
Message
Message


To feel heard and recognized by a piece of media is a powerful experience—especially when that piece of media allows you into its world like video games do.
To feel heard and recognized by a piece of media is a powerful experience—especially when that piece of media allows you into its world like video games do.
And so, I hope this game is one that people can resonate with and feel seen by, giving them the bravery to combat the monster in their minds.
And so, I hope this game is one that people can resonate with and feel seen by, giving them the bravery to combat the monster in their minds.