Location
https://www.kennesaw.edu/ccse/events/computing-showcase/fa25-cday-program.php
Document Type
Event
Start Date
24-11-2025 4:00 PM
Description
Project Ibis (working title) is a first person, narrative heavy, puzzle-lite RPG that follows the story of a renaissance era plague doctor and their attempt to alter the minds of three subjects; a gardener, a street urchin, and a priest. The game’s narrative is set in historically accurate 1637 Florence, Italy, in the wake of the Great Plague of Milan, and draws heavily from renaissance culture. Each subject being treated is a complex person with personal conflicts and issues; our focus is on tackling mental and emotional health through empathy and nuance rather than diagnosis. Different aspects of each subject’s psyche take physical form in the dreamscape environments, allowing the player to speak and interact with them directly, influencing the state of the subject themself, and, in turn, the environment around the player. The game features many puzzles, with solutions ranging from alchemy, exploration, and dialogue, to spatial and logical reasoning. The primary goal of play is to reach the core of each subject’s mind, allowing the opportunity to change their fundamental outlook on life, if the player so chooses. Either way, the consequences will follow the player until the end. Our primary goal with this game is to make our players think carefully about how their actions might affect each patient they treat, and find their own answer to the question of how much they should influence each one.
Included in
UC-1240 Project Ibis
https://www.kennesaw.edu/ccse/events/computing-showcase/fa25-cday-program.php
Project Ibis (working title) is a first person, narrative heavy, puzzle-lite RPG that follows the story of a renaissance era plague doctor and their attempt to alter the minds of three subjects; a gardener, a street urchin, and a priest. The game’s narrative is set in historically accurate 1637 Florence, Italy, in the wake of the Great Plague of Milan, and draws heavily from renaissance culture. Each subject being treated is a complex person with personal conflicts and issues; our focus is on tackling mental and emotional health through empathy and nuance rather than diagnosis. Different aspects of each subject’s psyche take physical form in the dreamscape environments, allowing the player to speak and interact with them directly, influencing the state of the subject themself, and, in turn, the environment around the player. The game features many puzzles, with solutions ranging from alchemy, exploration, and dialogue, to spatial and logical reasoning. The primary goal of play is to reach the core of each subject’s mind, allowing the opportunity to change their fundamental outlook on life, if the player so chooses. Either way, the consequences will follow the player until the end. Our primary goal with this game is to make our players think carefully about how their actions might affect each patient they treat, and find their own answer to the question of how much they should influence each one.