Action adventure game

I Don’t Know

Scroll

Abstract

I Don’t Know (IDK) is a third-person sci-fi adventure game that reimagines a visual novel through spatial storytelling and real-time gameplay. Built within a month, it centers on an unreliable narrator and the evolving relationship between an android pretending to be human (the player) and an AI-generated human (the NPC). The challenge is translating a deeply internal, text-driven mystery into a nonlinear 3D experience, without losing the narrative’s pacing or emotional depth.

In stories with twists, the moment the truth emerges matters most. In the original version, players uncovered their own and the NPCs’ hidden identities through text. In the remake, mystery becomes tactile. I ask players to read space the way they once read text: exploring ambiguous environments, revisiting familiar places that subtly change over time, and piecing together narrative threads scattered across combat encounters, environmental design, and sound cues.

I introduce enemies who look exactly like the player character to express themes of identity and instability. This is a mechanic that forces players to confront their own image. Combat becomes symbolic: players can fight versions of themselves to progress, echoing the internal struggle for self-definition. I seek to enable clear-cut combat systems to symbolize decisions through motion and reaction, through pacing, instinct, and tension.

Reimagining IDK became a way to ask a question that defines our AI-driven age: How do I affirm or disconfirm the "humane aspect” through grounded interaction? I see flaws as proof of our humanity. Our irrational impulses, our guilt, our chaos, and our randomness are signs of life. They are the things that pull us out of algorithmic certainty and make us ourselves again.

Besides uncovering identities, IDK is also about the messy, spontaneous, often illogical pursuit of uniqueness, whether it emerges from an AI or erupts from a human. Through confrontation, disorientation, and emergence, I explore what it means to be a machine or to be human. By designing through interaction, I let players feel what can’t be easily explained: what it means to be lost, reactive, and still human.

The game is still in developing and will be finished in May.

Previous
Previous

Personal project - #0123

Next
Next

Personal project - Eternal Ring