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PROJECT OVERVIEW

Treat Yourself

2020

Solo Project

As it did for many game designers throughout the darker years of the pandemic, designing games became an emotional outlet for me to explore my relationship between myself, my work, and the things I cared about. Treat Yourself, in that way, was the perfect game to start off my trend of creating games largely inspired and impacted by mental health. As the world was embracing hussle culture, I was embracing a need for balance and understanding ones own limitations as a desparate attempt to stave off the burnout I was accrueing from my many hours of overwork and lack of sleep. Ironically, neglecting to "Treat Myself" eventually left this game in a visually adorable but ultimately unfinished state, yet the concepts and research found there within on physical and mental wellbeing still ring through my works to this day. 

Solo Project
Treat Yourself

This solo project was created for the Games History and Society course at American University. 

GAME SUMMARY

Tech Stack

  • Testing done in Tabletop Simulator

  • Artistic Software: Adobe Illustrator 

  • Microsoft Office - Word, Excel, and PowerPoint


Solo Developer

Development Time Frame - 2 weeks

Team Size - 1

"Find your balance and treat yourself!"

Step into a life, perhaps not unlike your own, perhaps very different, and uncover something somehow so often overlooked, yourself and your own needs. Treat Yourself is a game about the importance of selfcare in a busy lifestyle while recognizing ones own limitations. In our busy, modern lives full of work, stress, and distractions, it becomes very easy to focus too much on one facet of life without giving ourselves the time of day to rest and reenergize. At the same time, it is necessary to recognize we cannot spend all of our time “treating ourselves” and not giving any attention to things that need it, least we drown ourselves in quiet worry. A balance must be maintained. 


There is no one right way to approach this game. Some people have more energy, some less, but either way we must adapt. Throughout the game, players are able to create their own narratives on what the circumstances the game has given them means for them. It is very intentional that some playthroughs may be easier than others, just because you rolled a higher energy or pulled a better job card. In this way, the game hopefully speaks to many different experiences and becomes a helpful tool in allowing people to put themselves into others’ shoes. 


Players should walk away from a playthrough thinking about how they manage their time to give themselves the space they need to perform selfcare and what forms that selfcare might be taking. 


While this game would be targetted towards a general audience, I feel most strongly that it would be a useful tool for families in teaching their children the values of selfcare and energy/time management.

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