The Project
After Action was a narrative-driven exploration game created as a final project for my English class, inspired by The Things They Carried. The player takes the role of a squad leader injured in battle who must piece together what happened by exploring the base, reading documents, and collecting words to fill in a fragmented After Action report. There were multiple correct solutions, each revealing a slightly different interpretation, mirroring the book’s themes of memory, trauma, and uncertainty.
What I Did
I handled every aspect of the project solo, from writing and art to code and design. The game was ambitious for a class project, but I wanted to push how narrative games can evoke deeper emotional engagement and truly honor the novel. I especially focused on creating a visual and mechanical metaphor for memory and truth, with the fill-in-the-blank mechanic inspired by The Case of the Golden Idol.
What I Learned
This project taught me how to design around story and emotion first, not just mechanics. I learned pixel art, narrative pacing, and how to let player interpretation drive engagement. It also helped me develop my skills in making games that can meaningfully explore literary and philosophical ideas. Honestly, I went far beyond what was expected for a school project, and that extra effort cemented my style: games that make players think long after they’re done playing.
Why I did this project:
I was deeply inspired by The Things They Carried and wanted to capture its emotional weight in an interactive form. I wanted to explore memory, trauma, and truth through gameplay, not just words. The Case of the Golden Idol also influenced me; I loved how it told story through environment and inference. This project was me testing how games can deliver meaning and introspection, not just entertainment.
