Game Concept Map
The Name
When choosing a name, two ideas came in mind. The first one would be "The Eddie Munson Saga", hinting to the fantasy aspects of Eddies role as a Dungeon Master and including the bat theme within its logo. The second option would be "Stranger Things: Master of Puppets", leaning heavily into the metal aesthetics. This title would also be a reference to the main villain Vecna, who treats his victims as puppets to achieve his goals. Especially after viewing the finale of season 4, this title would be especially fitting with the Metallica song being played.
The Story
Eddie's story will be split into five different chapters, taking place after episode 1 of the season and deriving from the plot from there on out. Eddie begins his journey escaping his home were he witnessed the brutal death of his schoolmate Chrissy Cunningham. Traumatized and confused he takes cover within the upside down, traveling trough different locations to collect items that help prove his innocence. Along the way Eddie will face enemies, bond with allies and discover what fate Chrissy has succumbed to. The game will have multiple endings depending on the conversation choices the player has made and the items that have been collected. The player can either die within the final battle (leading to ending no. 3), fail to prove his innocence during the police questioning (ending no. 2), or successfully avoid prison to have a happy end in ending no. 1. Apart from these choices the story wil be told linearly.

The chapter's more detailed storyline, with it's collectible items, can be found in the grapic below.
Some chapter names are based on "Dungeons & Dragons" terms. Additionally, an epilogue chapter will be added to showcase the ending the player has accomplished.
The Script
To outline the game's process I created a script for all the dialogue and interactions within the game. Similar to what you would create for a movie or TV show script. This helped me establish a linear story without plot-holes and build the character's personalities. The script is written from Eddies perspective, not glossing over his inner turmoil and trauma. It's creation also helps to add humor into the game, with quirky dialogue and object interactions. It was important to me to figure out what had consequences within the game and what different directions the players could take with their choices. The current draft of the 85-page script can be downloaded from my Google Drive (watermarked).
Please note that this script is a first draft which will get updated along the way and has not yet been proofread. There are many open questions I came across after finishing the script, such as: The involvement of Vecna's other victims after Chrissy, the lore connected to the series and other possible endings that might be realistic within the universe. As well as other minor details that need to be established after talking to experts on D&D and storytelling.
Characters
During his quest Eddie will have to fight multiple enemies as well as connect with allies.
While his enemies in the real world include the cops and the jocks that are on the hunt for him, in the Upside Down he has to face "Demogorgons", "Demobats" as well as "Vecna" as a final boss. Each of these enemies use different attack types that need to be defended against accordingly. For this case Eddie needs to be equipped with different items granting different buffs.
Of course this quest will also include helpful allies Eddie can pull towards his side. His loyal D&D club, the "Hellfire Club", can be called for backup if Eddie ever finds himself in a hairy situation. Once the nerds are summoned, the game style should turn into round based attacks similar to what you might find in an actual D&D campaign. Every team member has different spells as well as perks that will help defeat the enemy. But don't call the Hellfire Club too much, since they have their own responsibilities and need some time to cool off. It's best to save them for the final battle.
Locations
The game's locations will be based on the storyline of the show. 
In the real world Eddie will be able to explore the school, the woods, "Reefer Rick's" hideout, as well as his own trailer. Meanwhile, in the Upside Down he will travel through different surroundings aswell, leading him into Vecna's lair. Both of these worlds have to be designed uniquely
to reflect their stark differences. While the real world can use a normal color palette with scenic lighting, the Upside Down needs to be dark, sinister and contain special effects to emphasize it's unearthly nature. The contrast needs to be clear-cut to emotionally put the players into the new surroundings and make them emphasize with Eddie's situation.
Weapons
Different weapons can be used for different enemies and attacks. These weapons need to be collected throughout the game to slowly increase it's difficulty and raise the stakes.
At the beginning the player starts with short range weapons such as a broken bottle neck to then move to a weapon with a wider range, a boat oar. When the players get closer to the final battle, they will be able to find a long range weapon in Eddies trailer. His treasured Warlock guitar. This weapon is unique, since it is the only one to shoot projectiles and use a large amount of attack types. It is also a great game mechanic for a dramatic finale, hinting to the final episode of season 4.
Items
Apart from weapons, the players can find other useful items granting them helpful buffs.
These items include: 
- Consumables such as food and alcohol, granting Eddie health buffs for a specific amount of time
- A wrist watch to slow down enemies

- A D20 cube to multiply the damage that can be dealt
- A walkie talkie to call the Hellfire Club for support
- His
Dungeon Master's Guide to develop a believable alibi for the police
- Evidence to help prove his innocence in Chrissy's death
These items can be recognized from the TV show, but are also inspired by elements found in the D&D community. Each item will be labled with a quote from Eddie, giving quirky commentary or helpful context to it's usage.
Game Graphics
The game's graphics are inspired by old school pixelart side-scrollers with a modernized look.
Particle effects, fog and moody lighting will add to the atmosphere set in the TV show. Inspiration for this art style and the handling of dialogue stems from the game "Backbone", which uses its graphics to enhance world-building.
As mentioned, the usage of effects to add a 3D feeling will be greatly beneficial to the design of the Upside Down, to add to its sinister feeling. This finer type of pixel art also allows for more details and references to be added. Glowing objects and detailed attacks will help make combat scenes more dramatic and visually impactful. 
Backbone (EggNut - 2019)
Backbone (EggNut - 2019)
Mechanics
Mechanics found in the game will be inspired by the previously mentioned side-scrollers, as well as point-and-click-adventures. Players will be able to pick up items, engage with the environment and make changes to move the story forward. For this purpose a game inventory is necessary in which the players can store the collected items and view their stats such as health and damage. A small inventory, enabled by a shortcut, can additionally be useful during combat when actions have to be taken quickly.
The process of switching between worlds can be visualized by the rope and portal, being shown in season 4 of the show. Players can, in certain areas, use these ropes to switch to the Upside Down and back by climbing up and falling down on the other side. When this feature is used, the player's view changes from a regular side-scroller perspective to a split screen, mirroring the other world at the top. Once the players have passed to the other side the perspective will rotate so the players stand on their feet again, to resume playing. 
It is also important to keep in mind the saving feature. Since three different endings can be achieved within the game, players need at least this amount of save game slots to allow them to explore the game fully and increase the replay value. As an inspiration for this saving feature the game "Stray" is a good example. It allows multiple save games, shows a preview of the level the player is currently in, shows the playtime and the collectibles achieved so far. An example of how this might look integrated into my concept, can be seen below.
Inspiration: Stray (BlueTwelve Studio - 2022)
Inspiration: Stray (BlueTwelve Studio - 2022)
Animations & Effects
Pixelart, though limiting in it's graphics, allows for a large range of animations to be added.
The fight scenes, such as Eddie using his guitar as a weapon, can be enhanced with impactful animations utilizing lightning and air blasts to visualize the attack power. Shooting projectiles through power chords is also a humorous and common way to represent instruments being used as weapons. In general, animations can help lighten up the mood and characterize Eddie's mannerisms portrayed by actor Joseph Quinn in the show. For example: When switching worlds a small, humorous, animation can be added where Eddie climbs up the rope to fall down on the other side, shaking the dirt out of his hair before standing up and getting off the dirty matress he has landed on.
VHS effects and glitches can additionally be applied when switching between scenes, displaying text or transitioning perspectives to lean into the retro feeling of the 80s.
Examples of the attack animation style and the glitch effect are displayed below:
From "One Step from Eden"
From "One Step from Eden"
By Adam Szczęsny
By Adam Szczęsny
Music
Since the game will be set in the 80s the music should fit accordingly. In the show Eddie is a metalhead, a genre that can be combined with chiptune (8-Bit) music to create the perfect fit to the pixelart style. This music can be especially effective during fight scenes. Artist used for this style could be Dio, The Smiths, Metallica, Iron Maiden or Black Sabbath, which is specifically mentioned in the show.
"Master of Puppets" by Metallica being the working title of this project, and fittingly playing a huge role within the finale episode of season 4, would be ideal to use during the boss fight as it's guitar riff can be powerful and dramatic for Eddies attacks against Vecna.
Examples of this music can be found here. I made sure only to utilize songs that got released before 1986, the year season 4 is set in. Some songs mentioned within the script do not yet have 8-Bit versions, these would have to be created additionally.
Visual Presentation
Just like the music, the packaging of the game should reflect the era aswell. For the game cover this means bold lettering, colors and dramatic posing that can be found on similar games of the 80s. 
In addition, the combination with metal fonts and references to album covers can be used to reflect Eddies character. The first sketch of this cover can be found below. The design was created before volume 2 of season 4, but still proves very fitting to the showdown of the season, referencing the environment in the background.
To embrace the era furthermore, the design of a game cartridge can envoke a nostalgic feeling and help advertise the game.
Game Cover & Cartridge 
Cover Version 1
Cover Version 1
Cover Version 2
Cover Version 2
An Outlook
This project is still in the early stages of development and functions as a game design case study. 
I was greatly inspired by Eddie's character and writing, crafted by the Duffer Brothers, and wanted to use this opportunity to keep Eddie's legacy alive and give him a well deserved ending.
The plan for the next stage of this concept is to develop the game's artstyle as well as other elements to be implemented from a game design perspective. The end goal, currently, would be to create a game trailer that successfully conveys the game's mood and core elements. I would be excited to advance this project further and work with programmers and artists to realize it's execution.
If I have peaked your interest or you would be up to collaborate on this concept, feel free to contact me privately.
I am aware multiple pixel art games of the series already exist, although I believe my concept sets itself apart from these games. This concept is catering to a mature audience with a focus on storytelling, emotion and choice. Additionally this concept has been created outside of the knowledge of these other games.

Disclaimer:
This concept features materials protected by the Fair Use guidelines of Section 107 of the Copyright Act. All rights reserved to the copyright owners (Netflix). I do not own/take credit for the images and characters used, this is only ment to act as a possible game concept without commercial value.

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