Game: pace

A family member is braindead, lying in hospital. You dive into your memories and experiences you had with that person. His heartbeat follows you, until... .... Our lives are digital. In order to trigger emotional impact and thus social impact, one can use digital interactive narrative as a means "to alter forces within the target", i.e. the player. Modern society is fast-moving, generally people do not often pause to reflect on their lives. One naturally suppresses the thought of death. However, death loses its threat if it naturally accompanies life. Pace tries to make the player aware of his/her own mortality and the mortality of loved ones. What stays after death, is the memory of loved ones, the memoria. Romans believed that the loved ones only had a good after-life as long as they were remembered. Mourning is a process of letting go and at the same time a process of treasuring memories. Pace is an attempt to create a digital space to trigger memories, to inspire to decelerate, to inspire to spend quality time with loved ones. Place tries to create a little window to contemplation. ---------------------- Pace's motifs are very suttle. ~ seasons symbolise circle of life ~ flatline depicts loss, death and symbolises the difficulty of helping someone to die and of letting go. ~ walk in the park: memory of loved ones, the walk towards death, Near-death experience:"I did not want to leave this place." ~ The pace maker reflects the medical fight and denial of death. When you pace, you walk slowly, decelerate, pause to reflect. When you keep up with someone's pace, you make a conscious choice with whom you spend your time. ~ The first and last medical sign of life is the heart-beat: doctors tracking the heartbeat of a foetus or a flatline as a digital indication of death. --- Instructions: Input: Press the keys "1" and "0", mimicking the heartbeat


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Tools and Technologies

Unity (any product)

Game website



Thursday, January 31, 2013 - 16:59

Source File(s)



Katrin Friedel
Peter Boehme
Claus Daniel Herrmann
Jack Hoefnagel


Jack Hoefnagel - Game Design, Programming

Peter Boehme - Game Design, Concept Art, 3D-Art

Roman Jungblut - Game Design, Sound Design

Giliam Splethoff - Game Design, Sound Design

Katrin Friedel - Game Design, Concept Art, Writing

Claus Daniel Herrmann - Game Design, Concept Art, Animation

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