When writing the story my goal was to infuse video game elements wherever possible. I don't want to spoil what happens in the story, but using some broad examples I can say that this means optional, ambient story telling, pathways changing based on the items you currently have, and strategic decision making.
The story really comes to life thanks to the artwork and photography that were supplied by a variety of contributors (I couldn't do it all on my own). Namely, the items and the kill screens were drawn by a fantastic, local based artist: Peter Glanting, and I highly encourage you to check out his full portfolio (see the credits page for a full list of contributors and links to their sites). In the near future, I will post a gallery depicting all of the art and photos from the adventure, for those of you that rather browse the images in one go rather than seek them out.