
Henosis Journey
Henosis Journey
Henosis Journey

Please read till the end for a Demo or something.
[01]
ABOUT THE CLIENT
Henosis Joureny is the first product line produced for Salix Selene Studio. The studio is built on values of making mental wellness and personal development accessible to all through the power of games.
[02]
THEIR PROBLEM
The foundation for cards being a tool for self reflection was always there. The only problem was that these games and tools weren't explicitly designed for mental wellness purposes.

[03]
PROJECT GOALS
The goal for Henosis Journey was to produce an engaging and fun product that could help players self reflect. Self reflection is a powerful way to understand and regulate emotions as well as a great resource for gaining clarity and empathy for others.
[04]
THE SOLUTION
To aid self reflection, the card game revolves around characters of which players embody to then go on an emotional journey with. This journey explores feelings, challenges, fears, and more, ending with a reflection of how the journey shapes their character.
MY ROLE
For this project I was the sole researcher and developer for all aspects including visual and game design.
MY PROCESS
[01]
DISCOVER
→
[02]
DEFINE
→
[03]
DEVELOP
→
[04]
DELIVER
[05]
RESEARCH
While researching for this project, it was apparent that there was a gap in the market for journaling tools. More importantly there was a gap between access to mental wellness tools for lower income people.



[06]
BRANDING
When it came to branding this project; it was important to make clear that this game wasn't clinical or hard. Though it was still a "serious game", it shouldn't feel serious but rather imaginative and magical.


[07]
FINAL PRODUCT
A total of 10 prototype sets were printed of this project. Each boxed set includes 40 character illustration cards, 40 story prompt cards for each character, and a guidebook for the game.



[08]
REFLECTIONS
Challenge 1
Designing packaging was a new concept and so became a bit of a challenge for me.
Learning 1
When starting out it's better to use pre-built templates for packaging designs.
Challenge 2
The user flow of physical media is quite a different practice to digital products.
Learning 2
Physical products require clear instructions, to teach the flow of a design easily.
Challenge 3
There is a fine line between fun and educational. It can be hard to balance the two.
Learning 3
Balance comes from identifying the core teaching and expanding it into fun.
Next steps
Multi-Player
The multi-player mode of the game requires more structure to the design.
More testing
There needs to be more testing in target communities who play these games.
Kickstarter
The end goal is to get the game funded on Kickstarter as a production release.
Demo Video or Iteraction
MORE WORK

