Capture of GB studios


Initial production for Wetlands

At the beginning of my process I have decided to focus on three key aspects of the game that will give framework for the project. Within these outlines I wanted to ensure that the overall narrative, gameplay, and visual quality were being kept consistent.

Here is an outline of the three key aspects.

  1. The speed of narrative - Looking at the dialogue and visual storytelling that benefits the player's understanding of the story whilst not overloading them with information.
  2. The setting and game world - This will include the ease at which players can navigate the world whilst ensuring that the tone stays at the forefront of all design.
  3. The three acts - This will help myself and the player understand what point of the game they are currently in. This gives me the ability to plan what various mini games I want to implement into the story.


Creating this game has come with many challenges. One of the main ones I have encountered is the problem of GB studios limitations that are often a blessing as much as they are a curse. For example, trying to implement cutscenes of good quality as a first time GB studios user has been an immense challenge for me. However without these cutscene I find that the game lacks immensely in quality.

In the image above you can see the prototype for the town of Rat Portage, a place full of strange people and uncomfortable stories. This town will be returned to throughout certain events during the story and as you progress you will discover more and more about its history.

I will be publishing the updated game soon for you to try, I think you'll find it is quite the improvement over the last version.

Also I have had the opportunity to create merchandise for the game in the for of Wetlands patches that I will release soon.


Hope everyone is having a great week.

Wetlands team.

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