Design - Illustration & Animation Design
Joanna Kaczmarek
- Graduation work
Monstrum
What is it to be a monster?
In a world divided by two: monsters and humans, your goal is to guide the ones broken and blind to the path of knowledge and repentance. But is it truly what you want?
The fog settles in the small village. You drag your feet through mud after an exhausting ride. The air in here feels different... cold and sharp. You are not welcome.
Inspired by Mary Shelly's Frankenstein, visual novels and Slavic folklore, Anastasija and Joanna create a world full of monsters, religion and grief. You, as a viewer, are invited to experience the journey of our protagonist - a priest with a mission to build a church in the dying village. Derived from Anastasija's and Joanna's personal experiences, the game delves into the self-image of the protagonist, their perception of others, and what happens when they are confronted by their own beliefs that harm others.
Untangle the story and the tragedy connecting the village folk.
In their research, Anastasija and Joanna focused on the connection between monsters and queerness. While writing the story of Monstrum, they draw from queer and feminist theory on horror and its connection to minorities. The comfort that queer people feel towards the otherness and monsters in media and the one artists themselves felt connected to.
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