Kevin Benz

A portfolio you play, pixel viking style

My work as a point-and-click adventure. Walk a viking through a longhouse, a witch's hut and down to the harbour; the projects are the things you find.

Most portfolios are a list. I wanted one you have to walk through. So this is a small point-and-click adventure in the style of the early nineties: a verb bar at the bottom, an inventory on the right, a sentence that builds as you hover ("Walk to cauldron", "Look at high seat"), and a viking who does what you tell him, slowly, on foot.

The world

Everything is hand-placed pixel art. A longhouse with a fire in the middle and a carved high seat. A witch's hut with jars glowing green on the shelves and a cauldron on the boil. A door that leads down to the harbour. Each room stands for a part of the work: the longhouse is where the products live, the hut is where the experiments bubble, the harbour is where you go to leave a message. You do not get a menu. You get a door.

Playing it

Nine verbs, the classic set: give, pick up, use, open, look at, push, close, talk to, pull. Every object in a room answers to at least one of them, and most of the answers are jokes or short stories about a project. The inventory fills as you go: an axe, a horn, a scroll, a key, a coil of rope, a lantern, a piece of cheese. Some of it opens the next room. Some of it is only there because an adventure without a useless item in your pocket is not an adventure.

It is playable start to finish, with a small puzzle per room, and it is meant to be explored rather than solved: the point is what you find while looking, not the ending.

Why

Because a portfolio should say something about how the person thinks, and I think in rooms, objects and the sentences between them. Also because "walk to harbour" is a better call to action than a button. Next: sound, a second floor, and letting the viking pick up the cheese.