Inspiration

Inspiration

HUNTED: THE LAST DAWN was inspired by my experience as a T3 paraplegic and my belief that heroes come in many forms. For more than 35 years, I have lived with a disability, yet I rarely saw games where people with mobility challenges were represented as capable, intelligent, and essential to the story. I wanted to create a game where a mobility device is not a limitation, but a powerful tool for survival, exploration, and hope.

The game explores themes of perseverance, teamwork, sacrifice, and humanity's ability to overcome impossible odds. Players must work together to protect Sage, uncover the truth behind Project Dawn, and stop the relentless Nullbeast before humanity's final hope is lost.

At its core, HUNTED: THE LAST DAWN is about resilience. It is a story about people from different backgrounds coming together in a broken world and choosing hope over fear, cooperation over isolation, and survival over extinction.

What it does

How we built it

Challenges we ran into

Accomplishments that we're proud of

What we learned

What's next for HUNTED: THE LAST DAWN

Built With

  • and
  • art
  • artifacts)
  • concept
  • cooperative
  • design
  • development
  • document
  • documentation
  • export
  • game
  • mobile-first
  • narrative
  • pdf
  • player-journey-map
  • presentation-boards
  • principles
  • production
  • survival
  • systems
  • tools
  • ui/ux
  • ux
  • wireframing
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Updates

posted an update

This has been one of my proudest achievements. As a paraplegic, I never imagined I would create a game that not only tells an exciting story but also shines a light on the strength, resilience, and value of people with disabilities. Through Sage's journey, I wanted to show that our limitations do not define us—our determination does.

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