We chose to develop in the Godot Engine because we needed a free, lightweight, open-source 3D devkit to build the world of THORN. Because the installation is modular, it’s essential that THORN runs smoothly on a wide range of low-end devices, and Godot is especially strong in this area. When considering the UI/UX and as a design funnel exercise, we want THORN to look and feel like a 1990’s Neo-Geo arcade cabinet, and as such, the art direction of THORN is a retro pixel aesthetic. 2D pixel integration is something else that works well in the Godot engine. Overall, we’re more than happy we chose Godot as the tool for creating THORN, and the team is working hard to bring this installation to life. We can’t wait to share more with you!

THORN is a third-person psychological horror digital art installation made possible with the generous help of BC Arts Council and Creative BC. THORN explores fear, silence, and transformation as metaphors for loss, survival, and reclaiming what was lost in a digital space. A single participant guides an avatar through a quietly shifting digital landscape. Rooted in a personal story of reclaiming Indigenous identity, the THORN uses unease, symbolism, and atmospheric transformation as tools for emotional storytelling. THORN blurs the line between personal narrative, gaming, digital art, and psychological horror.

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