A narrative game exploring queerness, identity and self-expression in a nostalgic early 2000s setting.
The Brighton Byte is a queer-themed visual novel developed in the context of the MD1 course. Set in a fictional cybercafé in Brighton during the early 2000s, the game follows the teenage protagonist Noah, who explores questions of masculinity, queerness, and identity while interacting with a diverse cast of characters.
The project is built in Ren'Py and uses branching dialogues, emotional storytelling, and a “Conversational Combat” system where supportive player responses lead to mutual growth.
Inspired heavily by the cultural backdrop of the early 2000s (including the fashion, media, and especially pop music icons like Britney Spears) the game reflects a time of personal mixtapes, MySpace chats, and the thrill of discovering identity in semi-anonymous internet spaces.
Throughout the development of The Brighton Byte, our team maintained strong and effective communication. We coordinated our work using a combination of tools and routines that helped us:
This hybrid approach led to a positive, motivated workflow. Everyone clearly understood their responsibilities and deadlines, which made collaboration both efficient and enjoyable. The atmosphere within the team was supportive, creative, and fun.
Making the project not only productive but also personally rewarding for all of us.
“You grow by helping others grow.”
The gameplay mechanic centers around conversations where the player must choose empathetic, supportive responses. Success unlocks rewards representing identity exploration,such as makeup, clothing, and posters, that reflect Noah’s development. These symbolic items gradually transform Noah’s room and his self-perception.
The world of The Brighton Byte is designed to evoke early-2000s nostalgia, both in aesthetics and theme:
Noah (Playable Protagonist)
Amara
Doreen
Quinn
Prologue
Noah visits the cybercafé, encountering each main character in short time frames, that hint at their struggles. Britney Spears makes her first indirect appearance as Noah burns a CD including “Oops!... I Did It Again”.
Chapter 1 – Amara
Quinn makes a transphobic comment about Amara, which prompts Noah to support her in a conversation about career fears and visibility as a Black trans woman. Success rewards Noah with a denim jacket, the same one from Amara’s sketches. A moment of shared vulnerability and creative affirmation.
Chapter 2 – Doreen
A quiet but meaningful confrontation with internalized shame. Doreen speaks about her fears regarding dating women and being accepted by her daughter. Noah’s support leads to a bonding moment over makeup, challenging gendered assumptions through small, affirming gestures.
Chapter 3 – Quinn
After recurring tension, Quinn admits his feelings for another boy. The final emotional reveal centers on masculinity, shame, and friendship. Noah responds supportively, and Quinn gifts him a Britney Spears poster as a sign of trust, a queer pop-cultural symbol that completes Noah’s journey.
Noah’s Room
After each chapter, Noah’s room visually evolves:
Each item symbolizes a step in Noah’s self-acceptance. By the end, Noah reflects on how helping others helped him discover himself.
Planned Milestone (June 4, 2025 – First Playtesting):
Our initial goal was to complete the prologue and first two chapters by the first playtesting session. However, much of our early development time was spent refining the game concept and adjusting character designs and story elements. These changes required frequent updates to existing content and delayed our progress on other chapters.
Actual Progress (by June 4):
We decided to focus on the character Quinn and completed his chapter in time for the playtest. During the session, we received valuable feedback and took the criticism seriously, incorporating it into our planning for the next development phase.
June 20, 2025 – Writing Sprint:
We met in the university library to finalize the remaining dialogue for the game. The prologue was rewritten, and Siavash began implementing it into the game engine while adjusting the visual design accordingly.
June 26, 2025 – Content Finalization:
All chapter dialogues were completed. We also started preparing the final presentation.
Final Steps:
The last remaining components were the Game Design Document (GDD) and the project documentation. We created and finalized them shortly before submission.
Narrator Identification:
The narrator's text should be visually distinct from Noah’s. Right now, it's hard to tell them apart. A different font style or text color could help clarify who is speaking.
Answer Options Placement:
The response options would benefit from being placed differently, ideally lower on the screen for better clarity and flow.
Textbox Design:
Easy Fixes
Tutorial
UI Design
Move response options to the bottom of the screen for consistency and better visual flow.
Adjust the health bar design to make it more visually aligned with the game’s aesthetic.
Mechanics
Working on The Brighton Byte was a fun and rewarding experience. We focused on telling a meaningful story about queer identity and self-discovery, set in a nostalgic 2000s world shaped by music and internet cafés.
Our team communicated really well using different platforms. Everyone knew what to do, and the collaboration felt smooth and enjoyable. We’re proud of the emotional depth we were able to create, and we hope the game resonates with players, especially those from the LGBTIQ+ community.
The project emphasizes that identity is not fixed, but shaped by how we treat others and allow ourselves to be seen.
the link to the GDD: https://www.canva.com/design/DAGtNjmyp0g/cay0sh7L225G6YYtelqvCw/edit?utm_content=DAGtNjmyp0g&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton
the link to the itch io: https://ciiya.itch.io/the-brighton-byte