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Project Overview

 

Ijo is a short third-person exploration game created as a response to the artwork seen above. This piece was created by a 10 year old boy named Harada Haruo just days after an atomic bomb destroyed his home of Nagasaki (August 1945). When I saw this painting the first time, I was immediately taken back by how peaceful it was in a horrific way, the calm before the storm. This led me to a more calm perspective when shaping the narrative.

I wanted to capture a child's view of this situation, and in doing so I hoped to put the player in Harada's shoes and understand the emotions involved in such a catastrophic event. The art, gameplay and narrative is styled towards a child's imagination - a simple task becomes an adventure. As the event happens, however, things become very real.

Design Objectives

 

  • Focus gameplay on driving the player through a story sequence.

  • Capture a child's imagination and perspective of the whole event.

  • Keep the experience under 10 minutes.

  • Increase skill in Unreal Engine 4.

Platform:

 

Windows/PC

 

Engine:

 

Unreal Engine 4

 

Scripting Language:

 

Unreal Blueprints

 

Pipeline:

 

Unreal Engine 4, Blender, Maya 2017, Photoshop CC

 

Project Completed:

 

In Development

 

Team Size:

 

​1

Harada Haruo - 10 years old in August 1945
Ijo_SS (5)
Ijo_SS (4)
Ijo_SS (2)
Ijo_SS (1)
Ijo_SS (7)
Ijo_InProgress

Response

  • Wanted to take the main features of the painting and use them in some way (the round sun, the bomb etc.).

  • Kept the Japanese style for architecture and used the artist as the protagonist.

  • The calm before the storm feeling from the parachuting bomb plays a big part in creating atmosphere post-event.

Implied Narrative

  • All features play a part in either directing the narrative or connecting it to the protagonist:

    • UI creates a child's sense of adventure with quests and a compass (also no quest markers are given to allow exploration).

    • Gameplay is simple but applied as a 'quest' to emphasise a child's imagination.

    • NPC's offer life to the world to produce emotions once event happens. 

  • To keep the peaceful atmosphere I wanted a bomb couldn't be used - the mysterious sphere helps show the confusion of a child but implies destruction.

  • Shadow of the sphere shows the effect of the devastation through contrast.

  • The "Fat Man" silhouette shows the child taking the bomb's name seriously (a 'Fat Man' bomb was dropped on Nagasaki).

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© 2026 by Rob Green - All trademarked materials by their respective owners.

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