Kondiaronk lookout above snowy Montréal at sunsetChris, the player character, in full-colour hero art

Power Baby Productions presents

I built a Montréal RPG where arguments are battles—and every loop teaches you to see them differently.

Plateau Hearts follows one journey from NDG to Mount Royal across three console generations. The route repeats. The city gains texture. Social conflict becomes readable.

Game direction · systems design · creative technology · music composition · art direction · production and QA

The verified browser demo launches in this tab. The portfolio unloads first, so only one game and one soundtrack can run.

CANON
VERIFIED
3true ascents
26route checkpoints
1,796runtime rasters
1,656battle frames
15 · 46:06original score
154contract tests
FROM NDG, UP THE MOUNTAINBegin the route
Play Plateau Hearts

One address. One game runtime.

Launch the verified build in this tab. The portfolio unloads before the game starts, preventing duplicate renderers and overlapping music.

Verified browser buildOpens here · portrait or landscape
Plateau Hearts at Kondiaronk lookoutLaunch Plateau HeartsSame tab · one game instance · one soundtrack

Music remains user-initiated. Launching the game pauses this page, and the most recently used Plateau Hearts tab owns audio.

Chapter 01 · The idea

One route, three ways of seeing.

Chris walks from NDG to Mount Royal three times. The route never changes; he does.

“Belonging is something people practice together, not a test someone else gets to grade.”
Kondiaronk in Christendo 24 fidelityChris in Christendo 24 fidelity
24-bit · binaural

I’m inside a city of people.

Full texture does not erase the grit. The city becomes shared evidence rather than backdrop.

8-Bit Console Kondiaronk8-Bit Console Chris
8-Bit ConsoleIt’s just me.
16-Bit Arcade Kondiaronk16-Bit Arcade Chris
16-Bit ArcadeThere’s a pattern.
Christendo 24 KondiaronkChristendo 24 Chris
Christendo 24I’m inside a city of people.
The art evolves.The person does not disappear.

Loops one and two are freshly authored native-grid drawings—not filtered reductions of loop three. Facial anchors, silhouette, clothing cues, and proportions preserve identity.

Chapter 02 · The Drama Engine

What if an argument had readable tells, counters, resources, and an escalation phase?

NPC control dramas

They set the tone. You choose how to respond.

DOMINANCEREAD THE TELL

Threat → Withdraw → Judgment → Guilt → Threat

Counters × dramas

The real 4×4 effectiveness matrix from the engine.

ThreatJudgmentWithdrawGuilt
StrongNeutralWeak
ComposureClarityBoundaryEscalation
The encounter stops being a room problem and becomes a record problem.
Escalation phase

Social Combat

01DocumentRecord the sequence clearly.
02CorroborateCross-check independent accounts.
03Set Boundary in WritingMake the limit exist outside the room.
04Seek Witness / MediatorBring in a third perspective.
05Exit / DisengageChoose distance over continued engagement.
06Correct the RecordReplace distortion with documented sequence.
Playable proof

The system reads in motion.

Chris’s authored performance moves through anticipation, transition, transfer, impact, and settle while the interface preserves both actors.

Sunset over snowy Montréal from Kondiaronk lookoutChris performing an authored battle actionDominique reacting in the battle performance
01ready
46-frame canon · sample sequence

An in-browser sequence assembled from the real Tier-A battle frames. The media pauses when offscreen and becomes step-controlled under reduced motion.

Chapter 03 · Technology

A custom narrative-game architecture built in React, TypeScript, and Vite.

Six families. One world. Loose coupling, strong guarantees, and a release boundary that can tell the truth.

/drama

The social-combat simulation.

  • engine
  • AI
  • encounters
  • paper phase
  • tutorials
  • battle UI
Problem → decision
01The same people must remain recognisable across three art eras.

Stable asset IDs, identity contracts, and manifest-only resolution.

02Thousands of frames cannot be trusted by filename convention.

A fail-closed canon makes missing art ART_PENDING—never silent fallback.

03Difficulty should reduce cognitive load, not remove story.

Interface tiers change how much the player must hold.

04A Drive-synced build still has to run fast and reliably.

Hash verification, disposable local cache, and deterministic port validation.

05DOM assertions can pass while the screen is visually broken.

Rendered screenshot matrices protect faces, controls, and painted regions.

ASSET RESOLUTION LAWManifest → exact runtime path → raster
const art = canon.assets.find(asset => asset.assetId === requestedId) if (!art || !art.runtimeUse) return 'ART_PENDING'
Chapter 04 · Art direction

The art evolves. The person does not disappear.

One recognisable identity, freshly authored at three native fidelities. The actor must win the frame.

Chris in 8-Bit Console art
018-Bit ConsoleNTSC / composite signal
Chris in 16-Bit Arcade art
0216-Bit ArcadeRGB / aperture-grille signal
Chris in Christendo 24 art
03Christendo 24lens / halation / edge aberration
“The actor must win the frame. No interface element may cover a face.”
8-bitSignal

Hard clusters, tight palettes, composite drift, and native-grid silhouette.

16-bitSignal, refined

Richer ramps, expressive shading, sharper RGB, and more visible contradiction.

24-bitA lens

Winter light, contact shadow, halation, and edge-weighted chromatic aberration.

Production proof

Quality becomes canon through a chain of evidence.

  1. 01Tier B candidate
  2. 02Provenance review
  3. 03Tier A approval
  4. 04Runtime derivative
  5. 05Manifest binding
  6. 06QA gate
Chapter 05 · Christendo 24

I composed the soundtrack for a console that never existed—then built the game it belonged to.

Three loop mixes. The web preview offers 15 revised first-loop tracks and one third-loop cue; the remaining mixes await web delivery.

CHRISTENDO 24SOUND PROCESSOR
8-BIT a single voice16-BIT the chord24-BIT texture
Plateau Hearts Thememenu and difficulty
0:00 / 1:32
USER-INITIATED · NO AUTOPLAY
The Montréal skyline at Kondiaronk in the game’s final-loop art
THE FINAL-LOOP MIXOn ascent three, “Serpent’s Trail III” takes over the route and stays with the climb.
01Cue semantics, not wallpaper

A track belongs to a moment so recognition can carry story.

02Mono → stereo → binaural

The same route becomes wider as Chris learns to locate himself inside it.

03Attenuation only

Masters normalize to the quietest track at −19.44 LUFS; no cue is inflated.

04Quiet is authored

Silence is a compositional decision, not a missing asset.

View the full 15-track · 46:06 album list
  1. 01Plateau Hearts Theme
  2. 02Into the Distance
  3. 03Before the First Loop
  4. 04Walking the Borough
  5. 05Shadows in the Mist
  6. 06Eureka
  7. 07Scattered Petals
  8. 08Objection Overture
  9. 09Cross Examination
  10. 10Truth Uncoils
  11. 11Hero’s Theme
  12. 12Hearts Aligned
  13. 13Scattered Hearts
  14. 14Promise
  15. 15Serpent’s Lullaby
Chapter 06 · Accessibility as game design

Difficulty changes how much the player must hold—not how much story they deserve.

Every spoon tier receives the complete authored story. Capacity changes pressure and surface area, never belonging.

The canonical engraved Plateau Hearts spoon
Selected interface tier

One Spoon — Story

The system reads the room for you. Space alone can complete the authored story.

  • Strongest counter selected automatically
  • Minimal interface density
  • Every encounter and every story beat
Rendered game screen showing the one, two, and three spoon difficulty choices
Actual rendered difficulty-selection capture. Each tier keeps the same path and full authored story.
Keyboard playOne Spoon can run from title to credits with Space.
Responsive touchControls preserve reach, target size, and the actor stage.
Reduced motionTravel becomes cuts, fades, and persistent labels—not zero-time animation.
Protected stageThe person the scene is about remains visible.
Chapter 07 · Production, governance & QA

Creative ambition only survives when the pipeline can tell the truth.

Every contribution enters a governed system: stable IDs, canonical sources, review tiers, locks, handoffs, tests, rendered QA, and hash-verified releases.

01Concept & thesis
02Game/system design
03Asset briefs
04Candidate generation
05Human review & canon promotion
06Implementation
07Automated tests
08Rendered visual QA
09Build packaging
10Playable release
Verified live source
1,796runtime rasters
1,656battle-performance frames
154contract tests
2,346visual checks
7rendered target viewports
Actual rendered battle QA capture with the protected actor stage and interface bands
Rendered QA evidence · actual game capture
Before

Narrative information occupied the sacred stage.

After

A protected 16:9 stage and banded interface keep faces visible.

Created by Chris Hicks with AI-assisted tools. This is my creative vision, built with AI-assisted tools.

Chapter 08 · Contribution

Created by Chris Hicks

My creative vision, built with AI-assisted tools.

Concept bible, pillars, thesis, and tonal north star.

Chapter 09 · About

Chris Hicks

I’m a Montréal-based creative technologist, game designer, composer, and technical educator.

I build systems that make complex ideas understandable, playable, and emotionally legible. Plateau Hearts brings those disciplines together: performance, argument, interface design, music, software, and Montréal itself.

Game & systems designNarrative & interaction designTypeScript / React / ViteCreative technology & AI workflowsMusic composition & audio directionArt direction & asset governanceAccessibility & low-cognitive-load UXQA, documentation & release engineering
Contact Chris
Chris Hicks as depicted in Plateau Hearts full-colour hero artChris HICKS