A TALE THAT REFUSES TO END

Bibliocide

✦ ❧ ✦

Every story has an ending. What happens when someone refuses to let it happen?

A first-person puzzle game about escaping twisted fairytales, confronting escapism and exploring what happens when fiction becomes something you cannot leave behind.

TURN THE PAGE
CHAPTER I

The Story

❧ ✦ ❧

Once upon a time...

Bibliocide is a first-person puzzle game centred around escapism and the comfort of stories. The player finds themselves trapped within a distorted fairytale world, moving through familiar stories that have become increasingly unsettling.

What initially appears comforting gradually becomes something less familiar. The project explores the relationship between stories, escapism and the point at which a fictional world stops being a safe place.

THE WORLD OF BIBLIOCIDE Add your strongest game screenshot or key artwork
CHAPTER II

A World Between the Pages

✦ ❧ ✦
ENVIRONMENT Add an environment screenshot

The World

Show the game's environments and explain how the visual atmosphere supports the fairytale setting.

PUZZLE DESIGN Add a puzzle or gameplay screenshot

The Puzzles

Explain the actual puzzle mechanics, their purpose and how they connect to the game's narrative.

CHAPTER III

Making the Story

❧ ✦ ❧

01. Research

Add your fairytale, game and visual reference research.

02. Concept

Show the early ideas, sketches and design decisions.

03. Production

Show your actual development and implementation work.

04. Evaluation

Show feedback, changes and what you learned.

CHAPTER IV

My Part in the Story

✦ ❧ ✦

My contribution

This section documents the work I personally completed for Bibliocide. It is important to distinguish my own contribution from the wider group project.

Add your actual artwork, models, design work, audio or other contributions here. Explain what you made, why you made it and how it supported the project.

MY DEVELOPMENT EVIDENCE Add screenshots of your actual work
CHAPTER V

What I Learned

❧ ✦ ❧

Reflect on the challenges you encountered, the decisions you made and the feedback you received.

Explain what you would improve, why those changes would make a difference and how the experience connects to your future development as a character artist.