Tuesday, January 23, 2007

Props 001

252 polycount.


Thursday, January 4, 2007

Pre-Concept Billboard




Pre-concept Billboards. Consists of planes symbolizing grounds and billboards to show the placement and flow of the game.

Ideation & Research Boards

Research Board

- Major on Mood/Emotion : Penumbra : Overture
- Minor on Contexts : Household Props
- Minor on Environment : Lineage 2
- Minor on Gameplay : Syberia II
- Minor on Gameplay : Doom 3



Ideation Board

- Major on Mood/Emotion
- Minor on Contexts
- Minor on Environment
- Minor on Gameplay
- Minor on Gameplay

Development Sketches


Character
The only character in the game. Inspirational investigator. Determined to figure out the mystery of the Haunted Mansion. Pictured to be strong and smart. Skeptical.
Interaction
The Power Supply. The switches needs to be turned on, to power up the house electricity.


Mood
Potraying the mood I'm trying to achieve in the game.

Project Brief

This idea to come up with this project came after a few games I have played on PC. DOOM III, Half Life 2, and F.E.A.R have proven, texturing, lighting, and anticipation, stimulates fear of the users. DOOM III placed monsters and surprising activity to give suspense and thrill to the user playing the game, leaving them with anticipation on every dark shade they are going to walk through. In DOOM III, the torch light supplied is very essential to see in the dark. It somehow gave anticipation to the user. So they would depend on the torch light to see what’s waiting for them inside the dark shade. They focused on texturing, lighting, and ambience sounds to create mood to fuel fear and anticipation out of the user. Some of the game uses mild saturated texture to create a realistic feeling out of the textured material. Like walls, weapons, and woods. It gives a cinematic effect, which emphasize on creating the realistic mood. In this project, I’m planning to not actually expose ghosts, or paranormal beings. But instead, I’m focusing on texturing, lighting, and ambience to generate fear out of the user. What I am trying to do is to proof that texturing is sufficient to create an application that can inject fear out of the user.

The project, focused on the 3 level I will develop, to test 3 things I have said earlier. Each level contains an element I will try to emphasize on, Lighting, Texturing and Environment, which I divided to levels of the games. Basement, Ground Floor and First Floor, the user will start of on the Basement, took whatever he/she need and advance to the first floor, and learn about the game plot, and then advance to the First floor to conclude the game. The 3 elements I’ve learnt from DOOM III, Half Life 2, and F.E.A.R will be applied in the game. Texturing, Lighting and Sound Effects will be applied to maximize the efficiency to create the mood to attract users.