Reena and I worked closely together on the documentary. We initially discussed how to effectively present our process and the challenges we faced in a clear and concise manner. Since the documentary had a short runtime, we concentrated on incorporating only the essential information. For the visuals, we opted to mix footage of us speaking directly to the camera with shots that highlighted our work, allowing the audience to grasp both our personal experiences and the project itself. After drafting a preliminary plan, we each composed our own sections to detail our individual contributions.


‘The Curse of Curiosity’ Documentary Script
Introduction
Sat or stood together in front of camera.
George: Hi, my name is George.
Reena: And I’m Reena.
George: And we are the developers of our brand new game: ‘The Curse of Curiosity’.
Reena: Over the last 9 months, we have been designing and developing this game for our final major project at university. So, what is our game?
George: ‘The Curse of Curiosity’ is a single-player puzzle game with immersive environmental storytelling. You, a private investigator, must solve the mystery of the strange disappearance of a missing girl. Your only lead? Her bedroom filled with cryptic clues, personal artefacts and a trail of obsession.
Visuals: Screenshots/clips of gameplay as George explains.
Interview-style Portion
Interview question: How did it all start?
George: The development of the game began with broad brainstorming around emotionally impactful themes. I was particularly drawn to the idea of stalking, which naturally lent itself to tension and horror. I researched various aspects—from real-life cases to the behaviour of private investigators—and used that to shape the foundation of the game.
Wanting to blend narrative with interactivity, I focused on creating a puzzle-based experience within a single, detailed environment to suit the project’s time and technical constraints. I spent several weeks refining the concept through iteration, testing different ideas until the story and gameplay flowed in a way that felt cohesive and engaging.
Video of me stalking
Visuals: Screenshots from the original Semester 1 game design document show.