Identity-Based Game Design: A Human Approach
The Adventures in Underwood concept is designed to link the player to an identity — not just a character. That’s something gaming hasn’t truly done yet.
Where did the idea come from?
Not from theory.
Not from tech.
From real life.
I spent years managing two hair salons full of Gen Z and young Millennial women. One day, one of my stylists legally changed her name to Fienna because she saw it in a video game. That moment stopped me in my tracks. These young women weren’t identifying with supermodels, influencers, or actresses anymore. They were identifying with characters. They were also calling out because they stayed up too late playing video games.
That’s when I realized something:
Games aren’t just entertainment.
They’re identity engines.
And I know how to track that movement — without AI, without heavy computation, and without complicated backend systems. My approach is built on human psychology and decades of experience in the fashion industry. I’ve spent my career watching people fall in love with aesthetics, adopt them, and make them part of who they are.
Adventures in Underwood uses a proprietary style‑matching framework that taps directly into that identity loop. It’s simple, it’s lightweight, and it creates an immediate emotional bond between the player and the game’s fashion ecosystem.
And because AAA studios are terrified of failure — I get it...me too — the franchise is designed to launch like old-school TV.
Episodic drops.
Monthly releases.
Everyone playing the same chapter at the same time.
You don’t build a $200M world upfront.
You build the first episode, see who shows up, and expand only when the audience proves it’s worth it.
If no one comes, you’re not out millions.
If they do, you’ve created a cultural moment. A moment they will anticipate. A moment that will bring friends and family along for the ride!
The best part of my budgeting? I believe the fashion brands will gladly pay for the development.
Read that again.
The ones who get in early own the digital real estate — and fashion houses will pay big for that luxury.
If your studio is exploring cosmetic identity, fashion-driven gameplay, or new ways to connect players to characters, I’d be happy to walk you through the model. It’s simple. It’s human. And it works.