Whispers of the Konkan Guardian
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Duration
Skills
Game Design
Illustrator
Design Research
Collaborator
Dr. Jayesh Pillai
Outcome
Exploration based Game Published Paper in India HCI 2024
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Who or What is Rakhandar?
My motivation?
Having grown up hearing these stories, I was particularly fascinated by the duality at the heart of these beliefs.
Spirits that are both feared and revered
Rituals that challenge conventional religious practices
Offerings such as fish, alcohol, and beedis items rarely associated with mainstream worship
The folklore surrounding Rakhandar exists at the intersection of fear, faith, and cultural identity. Each story revealed a different perspective, yet together they form a rich and complex picture of a protector spirit deeply embedded within community life. As someone drawn to atmospheric storytelling and folklore, I saw an opportunity to explore this largely undocumented narrative through an interactive medium.
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Personas
The personas capture the varied ways people relate to Rakhandar folklore, reflecting differences in belief, experience, and cultural connection. They served as a tool for understanding user motivations and informing narrative and interaction design decisions.
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Similar media artifacts
Never Alone - Kisima Ingitchuna
Never Alone (Kisima Ingitchuna) demonstrates how interactive media can be used to preserve and celebrate indigenous storytelling. Inspired by traditional Iñupiaq folklore, the game immerses players in a culturally rich world while seamlessly weaving educational content into gameplay. Its ability to balance authentic cultural representation with engaging mechanics served as a key inspiration for this project, highlighting the potential of games as a medium for preserving and sharing oral traditions with a wider audience.


Bramble the Mountain King
Bramble: The Mountain King showcases how folklore can be transformed into a compelling interactive experience through environmental storytelling, atmosphere, and exploration. Inspired by Nordic myths and legends, the game creates a world where supernatural beings feel both beautiful and terrifying. Its use of folklore-driven worldbuilding and emotional storytelling served as a reference for creating a similarly immersive experience around Rakhandar.
Process
The design process focused on translating cultural research into an interactive experience that felt authentic to the fragmented nature of Rakhandar folklore. By exploring multiple narratives, understanding local perceptions, and identifying recurring themes, the project evolved from a collection of stories into a cohesive narrative framework. The final direction emphasized atmosphere, perspective, and participation, allowing players to experience Rakhandar as a presence that is gradually discovered rather than explicitly explained.
Gameplay
The gameplay narrative was designed around exploration and discovery, allowing players to uncover the world of Rakhandar through interactions rather than direct exposition. Each character encounter contributes a unique perspective, gradually building an understanding of the folklore while encouraging players to piece together their own interpretation of the narrative.

Narrative Goals
The primary goal was to create an experience that evokes curiosity, wonder, and unease while preserving the ambiguity inherent in folklore. The narrative seeks to immerse players in a world where belief influences behavior, rituals carry meaning, and truth is often subjective. The priority meter indicates the relative importance of each narrative goal in shaping the player's overall experience.

Narrative Structure
The story is divided into two distinct acts, each exploring a different aspect of Rakhandar's identity.


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The production workflow combined custom asset creation, environment design, character development, and gameplay implementation to create an authentic representation of the Konkan region. Unity served as the primary development engine, bringing together assets created in Blender, Character Creator, and Mixamo, while C# scripting was used to implement gameplay systems, interactions, cutscenes, and shaders. This modular workflow enabled rapid iteration while ensuring every element contributed to the narrative and cultural authenticity of the experience.
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Rapid prototyping played a crucial role in validating both the gameplay mechanics and the narrative experience. Rather than waiting for a polished build, I developed a series of functional prototypes to test player movement, environmental exploration, and the integration of narrative within the game world. These iterative builds helped refine the pacing, spatial layout, and overall player experience while demonstrating the transition from concept to a playable game.
Character Movement
Early prototype focused on third-person movement, camera behavior, and navigation to establish the core gameplay feel.
I blocked out a rough game map, specified walkable terrain and refined the character control.
World Exploration
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Testing
To evaluate the gameplay experience, I conducted two rounds of moderated playtesting with participants possessing different levels of gaming experience. The objective was to assess the clarity of the narrative, effectiveness of exploration mechanics, environmental navigation, and overall gameplay flow. Observing players with varying familiarity with games helped identify both technical issues and usability challenges that informed subsequent design iterations.


Feedback
The playtesting sessions revealed that players occasionally struggled with navigation, objective clarity, and understanding how to progress through the experience. Rather than relying on interface prompts or intrusive tutorials, I explored solutions that could guide players while remaining consistent with the narrative and world of the game.
To create a more natural guidance system, I introduced Pranav, a spirited village boy who accompanies Sarvesh throughout his journey. Designed as a narrative companion Pranav helps players navigate the village, introduces local customs, and subtly directs them towards objectives through contextual dialogue and movement. Unity's NavMesh system was used to enable intelligent navigation across the terrain, allowing Pranav to move naturally through the environment while responding to the player's location.
Improved Onboarding
The initial prototype assumed a level of familiarity with exploration-based games, resulting in players feeling uncertain about their objectives. Based on feedback, the onboarding experience was redesigned to introduce mechanics and narrative gradually.
AI Companion
To create a more natural guidance system, I introduced Pranav, a spirited village boy who accompanies Sarvesh throughout his journey. Designed as a narrative companion Pranav helps players navigate the village, introduces local customs, and subtly directs them towards objectives through contextual dialogue and movement. Unity's NavMesh system was used to enable intelligent navigation across the terrain, allowing Pranav to move naturally through the environment while responding to the player's location.
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The direction brings together the research, narrative, and gameplay into a cohesive representation of the world of Rakhandar. Inspired by the landscapes of the Konkan region and its rich cultural traditions, the experience combines realistic environments, localized architecture, handcrafted assets, and atmospheric lighting to create a world that feels both familiar and mysterious.
Ingame Screenshots



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Publication
The research and design outcomes of this project were presented in the paper "Whispers of the Konkan Guardian: Interactive Storytelling through Digital Game Design," which was accepted for presentation at India HCI 2023, showcasing the project as an exploration of how digital games can preserve and communicate indigenous folklore through interactive storytelling. The paper documents the research methodology, narrative design framework, gameplay systems, and cultural considerations that informed the development of the experience.
Recognition
The project was also recognized with Second Prize in the Games Track at India HCI 2023, acknowledging its contribution to research-driven game design and the preservation of regional folklore through interactive media. In addition, it received the Best Thesis Project award in the Communication Design category at the Design Degree Show, sponsored by Adobe, recognizing both the research depth and execution of the project as a graduation thesis.

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While this project successfully demonstrated the potential of interactive storytelling as a medium for preserving folklore, it represents only the first chapter of a much larger vision. I envision expanding Rakhandar into a fully realized folklore exploration experience, where players can discover regional myths, cultural practices, and oral traditions through immersive gameplay. By publishing the game across accessible platforms, the project could reach a broader audience while contributing to the documentation and preservation of indigenous narratives through interactive media.
Future iterations would significantly expand the gameplay by introducing additional quests, dynamic village events, branching narratives, and collectible folklore, encouraging exploration and improving replayability. Character customization and player choice would allow a wider range of players to see themselves represented within the experience. Incorporating feedback received during India HCI 2023, future versions would also introduce greater gender representation through multiple playable protagonists while continuing to evolve the game's narrative systems, environmental storytelling, and cultural authenticity.















