For my Honours Project I wanted to explore the role of digital tools in Mental Health Interventions. As well as the role of entertainment videogames as a tool for stress relief and healthy escapism. Research into creative therapies, cozy design aesthetic, computer CBT models as well as analysing examples of serious and empathetic game design informed my creative practice.
I was able to replicate practices of Art therapy in a relaxed psychoeducational, therapeutic and creative space. Inviting users to build and explore, using well-known tools provided by the game systems to inform, develop personal skills, and create new approaches to problem solving. The level design followed practices found in my game analysis; platforming puzzle, linearity and circular design as well as points of interest to direct user flow.
This user experience was crafted as an example of EGP or digital art resource. Taking from Cozy and Empathetic game design to enhance the therapeutic setting and engage users with rewarding play.
Core loop activities included completing quests with optional art therapy activities through the game experience. Quests introduce important conversation topics such as relationships, phobias and anxieties, positive affirmations and mindfulness. This design is versatile in nature as it can be used at a personal and clinical level. Played solo, with friends or as a guided group exercise in a variety of therapy settings.
The game features examples of REBT, CBT such as negative thoughts, reality testing, grounding and reflection. It also explores topics such as mental health and emotion regulation in a style seen in empathy games using abstract colour, metaphor and symbolism.
My Honours project truly opened my eyes to what video games can accomplish outside of commercial Triple A and indie industry. By researching emerging technologies and evolving gameplay trends, I saw firsthand how games are transforming into powerful tools for learning, development, empathy, creativity, and wellbeing.
There is so much untapped potential in this playful unique approach, especially within digital therapeutics, healthcare, and accessible tools that support mental health. I'm so grateful to Dundee UNESCO for awarding my project with the Cultural Award in Abertay's Graduate Showcase (2025). This really sparked my passion for Serious (applied) games and seeing just what they can achieve when games are created within the nuance design, objectives and context of other industries.
I believe that by prioritizing reflective and safe environments, reinforcing player agency, and encouraging creative behaviors, we can craft user experiences, mechanics and narratives that are both meaningful, adaptive and deeply engaging. This holistic, user-centric philosophy guides everything I do. Ultimately, my goal is to push the boundaries of what games can do, creating richer, more accessible experiences that connect deeply with audiences and support them when they need it most.
A trailer made for the Graduate showcase; captured in OBS and edited in Davinci Resolve 19.