Trailer
In The Disaster, the player, working as the Control Room Manager for Fieldsmen Nuclear Power Plant in the mid-1980s, will try their best to overcome pressure and make the best possible choice to take control of the situation. Knowing each choice will both positive and negative impacts, which choice is the best? This is what the player will have to decide on. 
This was a one person project. Story and Design the primary focus on this project. The choices that the players make will lead to 1 out of 4 different endings that all have different outcomes.  
 Information about The Disaster
--Story pipelines and routes for The Disaster--
Here, the player's choices cannot be undone. Once the player chooses the choice they want to make, they have to commit to it. Depending on what choices are made, the story can become longer or end short, but all have different outcomes. 
Due to spoilers and in-game decisions, the boxes are left blank to avoid giving all possible options. This is some of the options, but there is more than what the picture states.
--In-Game Layout--
The design philosophy is to use a limited color palette for the game's UI. The main goal was to use these shades of colors in a way to let the player know what is clickable and what is static. Using the different shades of green made me think of creative ways to give the player information without having to directly write it out in the UI.
Here are some screenshots of the game.
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