Hidden Heart

Hidden Heart

Hidden Heart is a role-playing game (RPG) 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) 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

I created Hidden Heart as I feel its subject matter is especially critical given the past few years.


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).

I created Hidden Heart as I feel its subject matter is especially critical given the past few years.


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).

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).

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).

02

02

Narrative Design

Narrative Design

I decided early on to include cutscene sequences throughout the game that would give more insight into the protagonist’s past. 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 decided early on to include cutscene sequences throughout the game that would give more insight into the protagonist’s past. 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.).

In the initial drafting stages of Hidden Heart, I began by brainstorming 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.

In the initial drafting stages of Hidden Heart, I began by brainstorming 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 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 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 created an illustrated portrait of the character to import into the engine, showing up whenever Lybao has dialogue within the game.


In terms of importing her design as a sprite the player can maneuver into the game engine, the way RPGMaker works is that you must create a pixel design for your character that fits inside a 48 x 48-pixel square. Then, you must create a png image that is a 3 by 4 table of these 48x48 pixel squares, with each of the squares representing a different part of the character’s walk cycle, as viewed from different angles

The playable character for this game is a 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 created an illustrated portrait of the character to import into the engine, showing up whenever Lybao has dialogue within the game.

In terms of importing her design as a sprite the player can maneuver into the game engine, the way RPGMaker works is that you must create a pixel design for your character that fits inside a 48 x 48-pixel square. Then, you must create a png image that is a 3 by 4 table of these 48x48 pixel squares, with each of the squares representing a different part of the character’s walk cycle, as viewed from different angles

04

04

Environment Design

Environment Design

A large part of designing the environments was making them alluring and comforting, using bright color palettes, light-hearted imagery, and small, quaint spaces. Lybao’s dialogue also romanticizes these areas, enticing the player to stay with descriptions of their beauty. However, these areas are also mostly empty, with no other people, seemingly stuck in time, emulating the experience of isolating oneself from the outside world as it moves forward.

A large part of designing the environments was making them alluring and comforting, using bright color palettes, light-hearted imagery, and small, quaint spaces. Lybao’s dialogue also romanticizes these areas, enticing the player to stay with descriptions of their beauty. However, these areas are also mostly empty, with no other people, seemingly stuck in time, emulating the experience of isolating oneself from the outside world as it moves forward.

Another theme in the game is passageways as there is a door connecting every area to the next, each with unique designs that fit the aesthetics of the room, symbolizing Lybao making the choice to move forward and face her feelings as she progresses through each one. 

Another theme in the game is passageways as there is a door connecting every area to the next, each with unique designs that fit the aesthetics of the room, symbolizing Lybao making the choice to move forward and face her feelings as she progresses through each one. 

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.


With this in mind, I connected any puzzles in Hidden Heart, directly back to the main themes and messages I wanted to convey to further immerse the player. 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.

With this in mind, I connected any puzzles in Hidden Heart, directly back to the main themes and messages I wanted to convey to further immerse the player. 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.

For instance, the “Puzzle Room” requires that the chess pieces be placed in a certain way to proceed to the next area. Bookshelves in the area contain hints as to how to solve the puzzle, as the puzzle’s solution inherently relates back to Lybao’s feelings rather than the rules of chess. In solving this puzzle, exploring the space, and leaving the area, Lybao is exposed to part of the root of her anxiety disorder.

For instance, the “Puzzle Room” requires that the chess pieces be placed in a certain way to proceed to the next area. Bookshelves in the area contain hints as to how to solve the puzzle, as the puzzle’s solution inherently relates back to Lybao’s feelings, rather than the rules of chess. In solving this puzzle, exploring the space, and leaving the area, Lybao is exposed to part of the root of her anxiety disorder.

06

06

Message

Message

Because of its medium and genre, I hope Hidden Heart can reach out to those who have isolated themselves and immerse them in Lybao’s journey.


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.

Because of its medium and genre, I hope Hidden Heart can reach out to those who have isolated themselves and immerse them in Lybao’s journey.


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.