I worked on developing a bespoke interface and experience to make the user feel like they were in a police interrogation. Additionally, I did all the writing and narrative design for this unique branching narrative experience.
In 2012 Antidote collaborated with the Innocence Project to build a one-of-a-kind interactive experience to simulate the stresses that make innocent people confess to crimes they did not commit. The narrative structure of the game was inspired by the Reid Technique, a controversial approach to law enforcement mainly practiced in USA. We built the narrative of Accused based on years of research conducted by the Innocence Project, watching hours of interrogation footage.
Using a branching narrative structure, we created the simulation of being in an interrogation, and eventually creating a situation where you have no choice but to confessing to a crime you did not commit.