Before Eternity is a short adventure game inspired by the Sufi poet, Rumi. It tries to address the purpose of our earthly lives. To support its mystical theme, the design employs impressionistic elements and symbolic activities which deliberately defy the conventions of traditional adventure games. The game also tries to model some aspects of our lives in its very short gameplay, which is less than 10 minutes.
In order to experience the purpose of the game and fully understand its artistic goal, players should finish the game in one session.
The game is designed, written, illustrated, animated, and developed by Siavash Mortazavi, myself.
Background music and instrumental sound effects are created by Bashir Faramarzi.
The game tries to reinforce its mysterious theme, by exotic visuals and music, and to keep the player focused on the story, it simplifies interactions by using certain UX design techniques, such as automatic inventory show/hide, highlighting interact-able characters, short text messages and no back and forth dialogs, short life cycle for inventory items, no inventory items combinations, etc.
Playing Before Eternity with the conventional try-and-error method will make the player losing the game quickly, and the game, like how it works in our real lives, does not notify the players on their wrong choices. But, the short gameplay makes it possible for the player to start this journey over and over to finally end it in the desired condition.
The hardest part about being a stand-alone developer is acting as creative director, as well as producer (2 opposite roles) at the same time. To keep myself organized, I used an online scrum board. To implement the game, on the one hand, I paid attention to details as a creative director do, and on the other hand I had to play devil’s advocate to assure that the project meets its deadlines. Although most of student game projects will end up as MVPs and proof of concepts, but from the beginning I had the decision to create a finished and polished game, because I wanted to pay attention to all the details of the game, and push myself in learning things, and also challenge my management skills to see if I can scope and implement the project properly. Now, the game is published to Android market place, as well as PC, so it seems I succeeded in my intentions.
Here are some screenshots of the game: