TRAUMA was designed and developed by Krystian Majewski. He was born in Warsaw, Poland bur currently lives in Cologne. He is a designer, an independent game developer, a blogger, a podcaster and a monster hunter. When not doing the above, he teaches Game Development and Research at the Cologne Game Lab.
TRAUMA by Krystian Majewski
This game is DRM-free
A unique photographic point and click adventure game where you investigate the psychological impact of a car accident.
TRAUMA tells a story of a young woman who survives a car accident. Recovering at the hospital, she has dreams that shed light on different aspects of her identity - such as the way she deals with the loss of her parents.
TRAUMA lets you experience those dreams in an interactive way, reminiscent of Point-and-Click Adventure Games. It builds upon this established formula by introducing a gesture-based interface, real-time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge.
Combined with the unconventional story, it is aimed to be a compact and deep game for a literate and mature audience.
TRAUMA started out as the final thesis of my design studies. I wanted to bring all the experience I gained studying design thinking of products
and services back to games. What I realized is that there is a strong divide between people who play games and people who don't. There are rarely in-betweens. Either you love games unquestionably or you completely disregard them as irrelevant distractions.
I started looking more into why people dislike games. I came to realize that there are a lot of hurdles for an outsider to get into games. And even if they eventually do, games are often about quite juvenile topics or about overcoming some very intricate and difficult challenges. Games require from players a lot of acceptance and ambition. What they give in return rarely relates back directly to people's everyday lives. Rather, games are problems you can solve in addition to what you do have to deal with every day anyway.
But it occurred to me that it absolutely doesn't have to be this way. Games can be absolutely about humane and intimate topics.
Game designers just need the courage and maturity to start embracing them. TRAUMA is my first experiment as I continue exploring this notion.