Respiration

DECEMBER 2024 //

Respiration is a short RPG-inspired alt game that guides players through a relatable story while teaching breathing exercises that can be used in the real world through engaging, relaxing minigames.

ABOUT THE GAME //

Respiration was the final project for the Alternative Game Design class at University of Utah. The game was made with a group of 3 people, with the goal of making a game that fulfills a purpose besides solely entertainment.

Credits:
Game Design and Project Lead: Rulon Adams / @Rulyguy
Lead Programmer: Nathaniel Taylor
Lead Artist: Hayden Hogan-Doria

GAMEPLAY DESIGN //

As the game designer, my first task was creating a light game design document to outline key features. Since much of the game’s content came from its story and art, I kept documentation minimal.

Inspired by classic RPGs like Pokémon Red & Blue, I structured the game into two main sections: the overworld and ‘combat.’ The overworld featured simple top-down movement with an interact button.

The ‘combat’ system functions as turn-based encounters, but instead of fighting, players complete breathing exercise minigames to reduce stress. Once stress is low enough, the encounter will progress based on the situation.

This structure made the game familiar and approachable, lowering the barrier to entry. Since our goal was to teach real-world breathing techniques, accessibility was a top priority.

ALTERNATIVE DESIGN //

Since our goal was to teach real-world breathing exercises and normalize anxiety, we designed every aspect of the game to support this mission.

Our breathing exercise minigames were central to this. We implemented 'Square Breathing' and 'Resonance Breathing,' with gameplay that required timing button presses to visual cues—helping players remember the techniques for real life use. The main menu included additional information on these exercises, along with a practice mode so players could engage with them outside the main game.

Even the overworld reflected our goals. As the scriptwriter, I ensured the dialogue treated anxiety and mental health with understanding, helping players feel seen and accepted. Visually, we used bright, calming colors throughout—even in the stressful encounters—to maintain a welcoming atmosphere.

As someone who struggles with anxiety, I drew from personal experience and therapy to shape this game. Learning about Square Breathing firsthand helped me design the minigame, and my own challenges informed dialogue that would have made me feel heard.

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