THE HOBBIT:
A CLASSIC LITERATURE ADVENTURE
The first in this series of proof-of-concept experiments in which classical literature is reimagined as retro point-and-click adventure games. I believe that video games, much like books, allow their audience to take their time exploring the world the author presents. I began with my favorite book, J.R.R. Tolkien's, "The Hobbit," because I felt that the episodic structure of it provided an opportunity to play around with color, tone, and the various ways the main character, Bilbo, connects with the environments.
Thrust into the first real adventure of his life, the player takes command of Bilbo, a Hobbit. His innocent and quiet nature allows him to traverse a wide, dangerous world. From solving riddles to thwarting a man-eating dragon, the game encourages creative problem solving in the face of life-threatening situations.
DRACULA:
A CLASSIC LITERATURE ADVENTURE
A follow-up to, "The Hobbit," project, this take on Bram Stoker's "Dracula," similarly views the classic story through the lens of a point-and-click adventure. This time around, I decided to build off the concepts I played with in the original experiment and take them further. Dialogue trees, cinematic cutscenes, and pitfalls at every turn. Johnathan Harker is tasked with traveling to Transylvania to deliver the finalizing paperwork to his mysterious client, Count Dracula, but slowly finds himself to be a prisoner in the Count's expansive, ancient castle.
The game conceivably follows the novel very closely, down to book-accurate dialgoue conversations and level layouts. By exploring the castle and becoming resourceful, the player takes control of Harker in his mission to escape as the walls of Dracula's castle as he discovers the imminent dangers waiting for him.
PIXEL PROCESS: BEHIND THE SCENES