Anukriti Gupta

Anukriti GuptaAnukriti GuptaAnukriti Gupta
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    • About Me
    • GAMES
      • Riyasat
      • Jali
      • SolarGram's
    • 3D ART
      • Props
    • Other
      • Illustration
      • Comics

Anukriti Gupta

Anukriti GuptaAnukriti GuptaAnukriti Gupta
  • About Me
  • GAMES
    • Riyasat
    • Jali
    • SolarGram's
  • 3D ART
    • Props
  • Other
    • Illustration
    • Comics
A flooded city street with buildings and a partially submerged car.

Solargram's Fix It Shop

In a post-disaster world, a community finds refuge in the middle of a flooded city. As Pomo, a skilled mechanic and grandson of a community leader, you are vital to their survival. Your mission is to fix their machines, empowering your people to prosper in their home. 

Project Type: Student

Team Size: 4

Role:  3D Artist | Narrative Designer

Genre: Cozy Management Game

Tools Used: Unity, Blender, Inky, Nomad Sculpt


Play on Itch.io

Here's how it was built

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Concepts

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Character & Environments

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Narrative Design

 For additional context on the game's production, I invite you to review my Master's thesis on Player Agency and Interactivity in video games, as well as the devlog for SGFS. 

FeedbackBasedInteractivity (pdf)

Download

SolarGram’s Fix It Shop-devlog (pdf)

Download

Concepts and Finding our Protagonist

The Cultivator

  • Finding the protagonist meant scripting the backstory, key events and supporting characters first; the story had to exist before the character could. The answer was a community helper archetype, someone who sits visually between a mechanic and a gardener.
  • That's what needed to be signalled visually: a cultivator, not just a fixer; someone who tends as much as they repair. The design reflects the solarpunk ethos without announcing it.
  • The top-down perspective called for a triangular, bottom-heavy silhouette, maximising surface area for narrative props that do the storytelling work without dialogue.

The Workshop

  • The main concern behind the level design was what this space says about the world outside it? So I created two versions, open-plan and homey versus industrial and cramped.
  • The open-plan workshop won, specifically to hold more greenery and let the solarpunk atmosphere breathe through the space itself rather than through exposition.

The Blueprint

  • This prologue storyboard never made it into the final game, but it shaped everything that did.
  • The sequence of a protagonist inheriting a derelict workshop became the project's tonal anchor; a reference point for scope decisions, puzzle difficulty and the emotional register the whole team designed toward.

Creating Pomo and The City

Workshop's Visual Design

  • The workshop balances a futuristic aesthetic with an approachable warmth; its pod-like structure signals the resilience required in a post-disaster world.
  • Indoor plants push back against that harshness deliberately. The old world is not gone; it is being fostered within the new one.
  • That contrast is the solarpunk atmosphere in miniature; cultivation and new beginnings held inside a structure built to survive.

Pomo, Optimised for Care

  • Pomo was modelled in NomadSculpt and optimised through retopology in Blender.
  • The minimalist design was a deliberate technical choice; simple geometry enabled a rapid and safe rigging workflow in Mixamo and smooth integration with existing animation libraries.

The City That Stayed Afloat

  • The flooded city draws visual inspiration from the illustrations of Dustin Jacobus; a world where nature has begun reclaiming the machinery that damaged it.
  • Green and yellow lighting represents lingering pollution rather than recovery; the atmosphere is hopeful but not clean.
  • Rising water levels are not a backdrop; they are a reminder of the ecological disaster that shaped the in-game world, reinforcing the game's core themes through the environment itself.

The Design Behind The Frame

The Hero's Journey

  •  The game was designed across three acts, each spanning a set number of days. Within each act, players repair machines and encounter narrative conflicts that force a choice between two NPCs and their competing needs.
  • Those choices set the tone for everything that follows. Prioritising gun repairs over water filters pushes the community toward militarism; the world responds to what the player decides matters.
  • Repair is never neutral in Solargram's Fix It Shop; it is always an argument about what a community should become.

Dialogue System and Inky Integration

  • The dialogue system was built in Inky, the scripting tool behind 80 Days. A global dialogue script tracks the full history of player interactions; which NPCs have been spoken to, which topics have surfaced and how Pomo has responded.
  • That memory is active, not decorative. The system reads specific conditions met across the script and dynamically selects what comes next, making every conversation a product of everything that came before it.

A World That Talks About You

  •  Every dialogue choice builds a relationship; friendship levels shift, allegiances form and the web of connections between Pomo and the community grows more specific with each interaction.
  • NPC relationships were also mapped to each other, not just to the player. Predefined connections between characters made it possible to create shared world events that NPCs reference between themselves; suggesting a story that extends well beyond the walls of the workshop.

Copyright © 2026 Anukriti Gupta - All Rights Reserved.

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