Your curation is lovely! I love that it’s outside and then inside. The inside one reminded me of those volunteer “museums”, where it’s actually just someone’s home and they get funding for their storing and tours.
The loading of interiors and it’s assets always made the two feel like different worlds in games. In my personal life, the inside and outside are much more mixed. Although, I guess I’ve been homeless, dispatched, or travelling for more of my life than I have housed. I might be too small of an audience to design for.
I liked seeing what you chose to highlight. I would love to make my own exhibit one day.
I’d want to juxtapose exhibit from games with huge teams beside exhibits of games with teams of <10. Petting the dog would for sure be in there. Prey’s opening personality test. FF9 where if you choose the same dialogue box wrong to kidnap the queen ~64 times Baku does something, throws the doll? Untitled Goose’s whole premise. There’d be a waterfall in one and behind it would be dialogue about waterfall treasures. And juxtaposing it there’d be a potted plant with a “come back on new years” message and a three-frame animation of the plant blooming and a cryptid insect “pixel bug” is just a pixel and flies to the plant and move on and the plant dies. The fireworks presents! Was that from earthbound?
I hope flags and context trigger tools see much more development! I hate thinking they are what gets considered “creature creep” material, meanwhile debugging meshes gets a whole slice of the game development cake.
Right now, it is a tragedy how much development time it takes to set and debug 1 flag. Let alone 1 after another. Your game fails character context in a silly way I found at the end. When I put my coat back on to leave after the portal was activated, the log said I was indecent wearing my coat around when the host activated the portal specifically for me to leave.