Taking inspiration from the classic Tamagotchi mechanics, the goal of «In Full Bloom» is clear: Keep the creature alive. As the player feeds the ever-hungry entity, it continues to outgrow its environment. They will be confronted with the conflict between responsibility and mindless consumption. The players have to embrace the blend of weirdness and familiarity. There is only one way.
«‹In Full Bloom› is a game where players take responsibility for an initially harmless-looking avatar whose unhindered growth immediately leads to an obvious conflict. A clear metaphor for the consumption of resources and the destruction of the fundamentals of life, ‹In Full Bloom› is intended as a short game for exhibition. The aim is to communicate an unambiguous message in an unexpected context.» – Excerpt supporting statement of the Subject Area Game Design
«Our project deals with the entangled relationships between the player, the gobbling creature and its environment. We address the ambivalences between these three sides. The objects that serve as food have emotional meaning for the players, but not for the creature. Our game has been designed to put users in a state of flow, in which they no longer think about the moral implications of their actions. Instead, it feels good to throw as much as possible into the mouth of the creature – reflecting the reckless consumerism of our society and its disregard of any consequences for the environment. The capitalist system does not care who or what it devours.» – Lisa Milena Bach & Charisse Ann de Leon
«I will begin my Master’s studies in Game Design at ZHdK to explore the medium of games from a scientific perspective. Meanwhile I will continue working on ‹In Full Bloom› with Charisse and maybe found my own game studio with co-students.» – Lisa Milena Bach
«After my Bachelor’s degree I will collaborate with fellow students to further develop the games we have begun during the course and eventually start my own studio.» – Charisse Ann de Leon