Wednesday, 14 March 2012

I Am Alive




This game displays a pretty good example of a method I wish to use in my Riot Street scene - a washed out, desaturated colour pallet to give a pessimistic, oppressive tone to the environment. This game gives a great sense of the theme from these screenshots alone, making it a good piece of reference for my project, even if it only has one theme as opposed to my collection.


I played this game on Xbox360 and have once again found that not having universal screenshot options is a big oversight for console makers. It is basically free advertising for their platform, could not be too hard to implement and would help out students and reviewers by not making them use PCs and external software/hardware.

Monday, 12 March 2012

3D Scene Development













Some screenshots documenting the development of 3D assets made for the final environment scene.

Colour Concepts






The first decent colour concept art for the environment along with moodboards, as requested at the Semester 2 pitch meeting. Concept art is not my strong point, but after some tutorials and practice, this is fairly presentable and definitely helps get across the ideas for the visuals of the final piece. Included is a moodboard for the Crystal Cave and Riot Street concepts, as well as a digital painting for each and an extra variant for the street, experimenting with lighting from a streetlamp.

Concept Sketches











Here is some of the concept art, sketches used to come up with the original ideas and to develop the final scene.

Dear Esther






This game has shown some parallels with my own project. First of all, the only interactivity is exploring and observing the environment. By this method, along with narrated extracts from letters, the player is drawn into the narrative. Although the letters give the specifics of the story, it is the environment that sets the mood and backs up the details. As my final piece will also be an environment with the purpose of setting the theme and mood, this is a great published example to look at. The second reason Dear Esther is relevant to my project is the content; the somewhat bland and weather beaten island hides beneath it a system of caves rich with crystals, stalactites and vibrantly-lit chambers. My environment will feature a street ravaged by civil unrest, through which an unexpected cave of crystals is exposed underneath.

New Research Approach

Through discussion with tutors at the crit meeting on Thursday, a different approach to the research project will be taken. To me this is now a much more focused, relevant way to go about the project and will free me up to create a more interesting, engaging and effective environment.
My previous idea was exploring the decisions involved in choosing aesthetically different settings for a game. The wording was hard to understand and ambiguous, confusing the word 'themes' with other concepts and trying to remove narrative from consideration.

Though the wording for the refined project has yet to be finalised, the idea is to explore how game environments can be used to construct the theme visually, adding to the narrative of a piece. My final piece will still be very similar, but will now be more directed to giving the observer a sense of the theme of an environment using the visuals alone.

So by exploring the street, the player should pick up civil unrest as the theme and feel the tension and oppression without actually being told by characters, introductions, etc. The environment setting the theme and mood will be reinforced when the player moves into the crystal caves underneath and gets a completely different experience, finding that the natural geological formations will give a sense of discovery, wonder and optimism - in a strong contrast to the street metres away.