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Flow Fable gamifies the environmental crisis in Chile’s Atacama Desert caused by the mining industry. The project tells the story of Puri, a traveller guided by a mystical companion, Khuru, who explores and solves various remediation tasks in the desert. Throughout the game, players gain knowledge on remediation techniques for air, water, and soil. Gathering water using fog-catchers, the player begins discovering the various remediation techniques possible in the unforgiving climate. The use of dust-suppression canons brings airborne pollution to the ground, while the planting and growing of specific plants serves as bio-remediation for the soil and the purification of water. The game aims to enhance knowledge of the Atacama’s current state through the use of a fable, asking players to solve the ecological puzzle in order to progress.
Overhead shot of the water-side arid landscape.
Atmospherics of the environment.
The geoglyph is used in the game as a feedback mechanism to the player, indicating how much of the overall remediation is complete.
Fog catchers are used in the game to collect water from the humidity present in the air.
Airborne pollutants can be suppressed using the water cannon and the water collected from the fog catchers.
Specific plants are grown and planted in toxic grounds to remove heavy metals.
Lithium mining is another large contributor to environmental pollution in the region.
Stills with each row depicting a different aspect of the game.
A playable physical prototype representative of the larger video game mechanic.