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/05ACT 3Visual Novel · Narrative Game2024

Upcycled 2045

A near-future where upcycling is survival, told as a visual novel.

The question

How do you make people feel the circular economy instead of being lectured about it?

The problem / context

Sustainability is usually communicated as instruction - statistics, guilt, rules - which people tune out. The circular economy is a way of living, but it's almost always argued rather than experienced.

The outcome / reflection

A visual novel set in 2045, where upcycling isn't a virtue but a baseline for getting by. By making the player live inside that world and make its choices, the project turns an abstract principle into something lived-in and felt.

// OVERVIEW

Upcycled 2045 uses interactive narrative to do what a poster can't: let someone inhabit a future shaped by the decisions we're avoiding now. It's the empathy-with-objects thesis extended into empathy with a whole material future.

// MAIN IDEA

Story as a simulator for values

A game lets you rehearse a worldview. By placing the player in a 2045 where reuse is survival, Upcycled 2045 makes circular thinking the natural logic of the world rather than a moral imposed on it - so the player adopts it the way you absorb the rules of any game you're enjoying.

// DESIGN PROCESS

  1. Build the world

    Establish a 2045 whose economics make upcycling the obvious, lived default.

  2. Write the branches

    Author choices that teach the world's logic through consequence rather than exposition.

  3. Design the visual language

    Craft an art and UI style that sells the future without slipping into lecture.

// TECHNICAL DETAILS

  1. Visual novel system

    Branching dialogue and scene management driving the interactive story.

  2. Narrative design

    Choice architecture that encodes the circular-economy theme into gameplay.

  3. Art pipeline

    Scene and character art assembled into the playable novel.

// MAKING

Implementation

Built as a playable narrative experience, prioritising a coherent world and meaningful choices over spectacle.

// BACKGROUND

It came out of the realisation that the circular-economy work needed an emotional front door, not just material and technical ones.

// WHAT DID I LEARN?

  • People adopt values they get to live inside far more than values they're told.

  • Worldbuilding is the most persuasive form of argument a designer has.

  • Interactivity turns a theme into a personal stake.

// CREDITS

  • Laurensius Rivian Pratama - concept, narrative, design

// WHAT’S NEXT

Widen the branching so more of the 2045 world's systems become playable, not just visible.

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