Inspiration
Snapshot is inspired by the experiences of our team members. The team wanted to push for storytelling that combines some of the experiences women, non-binary, and marginalized communities may face. Since we all represent parts of WiNG, our journeys together created our player, Asa.
What it does
Snapshot highlights an experience unique to Asa, who is a non-binary Filipinx/Black American. They have faced struggles in the past. This story is about uplifting WiNG communities, facing their struggles, and how one might feel now as part of the WiNG community.
How we built it
We build this game in Unity, which uses C# scripting. Our artists used Procreate to deliver our assets. We also brainstormed on a digital whiteboard because it's so much easier to draw things in pre-production!
Challenges we ran into
A point and click game involves interactions that change animation or activate another thing when clicked on. This was something that took a bit more time to setup. We also ran into issues with implementing audio because we started integrating it much later into the development process. It would have been easier if we had started integration at the root of our development.
Accomplishments that we're proud of
This was everyone's first Hack-a-thon! Additionally, we are proud of our narrative, sharing some of our personal stories, and the interactivity of this game.
What we learned
We have experience participating in GameJams, so we assumed it was similar and had a given theme. We were surprised to hear there was no theme! We learned more about hackathons, and having no theme allowed for even more creativity. Aside from that, we learned quite a bit on the technical side. Utilizing Unity's Interfaces was a successful way to handle how we did all point and click interactions. Something we wanted to do, but hadn't planned from the start was amplifying the rendering. We learned to use Unity's Post Processing Package next time if we want better lighting.
What's next for Snapshot
If we had more time to work on Snapshot, we'd love to add more memories to Asa's photo album, give our rendering extra polish with Unity's Post Processing Package, and give players more rooms to explore. With the scope of a 36 hour hackathon, we decided to keep the player in their bedroom instead of letting them venture out into their living room or kitchen.

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