Girl Quest is a point and click computer game, inspired by online flash games I played in the 2000s.
This project is an interactive experience infused with cultural commentary about problematic female archetypes and stereotypes, as well as reductive and infantilizing portrayals of adult women in media. Using the format of a children’s game, the project speaks to how these archetypes are fed to us at a young age, and subconsciously internalized through various forms of “entertainment.” I wanted to communicate how certain aspects of women's identities and lifestyles are trivialized and mocked in pieces of media which I grew up with.
For this project, I set out to focus on and draw inspiration from my memories and experiences of being enticed by marketing, branding, and advertising as a little girl. For visual reference, I looked to certain forms of branded entertainment that specifically stuck with me as a kid and have taken on a certain sentimentality, transcending their purpose as promotional materials and permeating my subconscious into adulthood.