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Hidden beneath the appealing, friendly aesthetic of Consume Me's art lies a more ominous undertone

Jenny Jiao Hsia's semi-authentic, growth-exploring, everyday life simulation game has been close to a ten-year development process.

Artwork by Consume Me appears appealing and friendly, yet harbors a hidden, sinister aspect.
Artwork by Consume Me appears appealing and friendly, yet harbors a hidden, sinister aspect.

Hidden beneath the appealing, friendly aesthetic of Consume Me's art lies a more ominous undertone

Jenny Jiao Hsia, the creator of the indie game "Consume Me," has crafted a unique interactive experience that delves deep into her personal struggles with eating disorders and her complex relationship with her body. The game, set to release on PC on 25 September, offers a 21st-century expression of personal truth, distinctively visual and interactive, rather than verbally explicit.

"Consume Me" began as a collection of prototypes Hsia designed for a student project at the NYU Game Center in 2016. Since then, it has evolved to express deeply personal and sensitive experiences in a way that words alone might inadequately capture.

The game puts players inside the mind of the protagonist, illustrating how she systematizes food and her behavior around it like a game she must win. This approach represents a shift from traditional narrative or literary methods, offering an immersive, interactive visual medium that resonates with the complexities of the human psyche.

The game's art style, visually distinct with a lo-fi execution featuring thick brushstrokes and simple shapes, was developed through a prototyping toolkit that Hsia created during the student project. Kelly Jie En Lee was enlisted to create much of the background art, complementing the existing aesthetic.

"Consume Me" incorporates inventive use of 3D, with 3D elements visible in the protagonist's bedroom. A physics-based Burger Time minigame exists as a shorter dream sequence, adding a light-hearted touch to the otherwise heavy subject matter.

The game's calendar structure presents information in a compartmentalised way, similar to a food Tetris minigame. The "free time scene" in the game reuses 2D assets with a billboarding technique, providing a contrast to the game's otherwise 3D elements.

AP Thomson, who primarily handles the coding and writes much of the dialogue, was met by Hsia during this project. Hsia describes the art style of "Consume Me" as "good enough" and not a priority, focusing instead on the story and minigames.

"Consume Me" has already garnered significant attention, winning both the Nuovo Award and the Seumas McNally Grand Prize at the IGF this year. A demo for the first chapter of the game is available on Steam, with save data carrying over to the final game.

The game starts with an explicit content warning, acknowledging the sensitive nature of its subject matter. Hsia took inspiration from comedians like Larry David and Nathan Fielder to convey her message humorously, adding a layer of relatability to the game's heavy themes.

"Consume Me" is a light-hearted coming-of-age life sim based on Hsia's experiences with dieting and eating disorders. It's a testament to Hsia's courage and creativity, transforming her personal struggles into an immersive, interactive visual medium that offers a unique perspective on a universal issue.

  1. Jenny Jiao Hsia, the creator of the indie game "Consume Me," has developed a unique illustration that delves deep into her personal struggles.
  2. The game, set to release on PC on 25 September, offers a creative design, distinctively visual and interactive, expressing personal truth in a way that words alone might inadequately capture.
  3. The game's layout, with a calendar structure and different minigames, combines 2D and 3D elements for an immersive experience.
  4. The game's art style, featuring thick brushstrokes and simple shapes, was developed by Hsia during a student project and complemented by Kelly Jie En Lee's background art.
  5. The 3D elements in the game include a physics-based Burger Time minigame, adding a light-hearted touch to the otherwise heavy subject matter.
  6. "Consume Me" is not just a graphic design project, but a cybersecurity of personal experiences, illustrating sensitive topics with an artistic touch.
  7. The game's art, humor, and interactive elements serve as a source of inspiration for those struggling with similar issues.
  8. Before the game's release, a demo for the first chapter is available on Steam, allowing players to preview the game and carry over their save data to the final version.
  9. The game has already won significant recognition, including the Nuovo Award and the Seumas McNally Grand Prize at the IGF.
  10. The game's deep exploration of eating disorders and body image resonates with the complexities of the human psyche, making it a conversation starter in various lifestyle, fashion-and-beauty, food-and-drink, and home-and-garden discussions.
  11. Technology and artificial intelligence have played a role in the creation of "Consume Me," from its initial prototypes to its interactive elements and UI/UX design.
  12. Books, entertainment, pop-culture, sci-fi-and-fantasy, and sports are all within the game's scope, as Hsia draws from a wide spectrum of sources to craft her unique narrative.
  13. Sports-betting and weather-forecasting may seem unrelated, but they are intertwined in the game's narrative, showcasing Hsia's ability to blend diverse elements into her work.
  14. The game's impact extends beyond the digital world, as it addresses real-life issues like eating disorders and mental health, shedding light on these topics in the real world and in pop-culture discussions.
  15. Ultimately, "Consume Me" is a testament to Hsia's creative vision, her courage to share her personal struggles, and her ability to transform a universal issue into a captivating, interactive work of art.

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