Tuesday, January 23, 2007
Thursday, January 4, 2007
Ideation & Research Boards
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglc9qk5p9-NS8weyxLJkyG1dlSVIbCxdpA98cftVmNhh7xmC6mMF9-TH9eUiJ33mmurQzc5E3p_9oKphUftQZzA2ptlljIO_es3G11awbOo7kvmlVttqewq2Ry38WWQJFkCKnPKV-5lw/s400/1031149903_ResearchBoard_Prev.jpg)
- 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
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgushPrAJxHxJW8huksHkTIc4BCmquJ4i6s1p6PN1v-gt-zhxkdoTdOAdhWt8mTLxfkRk2sPdXTjez-tUFUjPnsNkNDPjvp35sErAdg541xyOyuO1Ny53K6guUME_dA2GeBzTgNEmlklg/s400/1031149903_IdeationBoard_Prev.jpg)
Ideation Board
- Major on Mood/Emotion
- Minor on Contexts
- Minor on Environment
- Minor on Gameplay
- Minor on Gameplay
Development Sketches
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKUY1h4hr4MJL3YFDz-fYfmmNOobJ_ePR3iSwHWnoFzgs6xBackfUkeozxbzOEbiZ_bP9H-B_Zn7O0MHClOKEwLMYLJMXPzKd7UdT9bQ_zGi5kgODDph2Oszelspe-7yawI_0dXfARFg/s400/4_resize.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvDFKgagz7lytHDevJKEhmsxoRS2WpyWD6Y31d1024rC28r_n4T_Lgtudurp1f7l64dhQQqdROATQbqnXoi5SBOJjoWFxtgBjohKiMRTt-EGnDIA4oOfSPkJj2sCm2nCDVfIBq8QxoZw/s400/3_resize.jpg)
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3vKpX8Yqq0vcjU2Hlpzs1Vr6Y3ea-RkmDmgbxczTWViT2FD4JV1lS77ioidzxNFF-KiQ8gm6HEayo3l6Av9GQIrJ5Z8dgXNSzPfDYwuFr7WJwqnvjdFpfRI8inz0ycIiGQecoUyMk2g/s400/8_resize.jpg)
The Power Supply. The switches needs to be turned on, to power up the house electricity.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXacPfxO8g2Mp4AfDv_J8YlDqu_O7W-PruuWqrlLp7N9WyuM9SV01WzSNERYHdI58q-yKd9rH2_Oeh6lBa0bdsSJv6cOZCz7EnWw7ljRqORs13VORazjElJIxQI0Fz60Zs3S9TLL0osg/s400/5_resize.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfvJBj_Xra1MmC36b17YDSDIfN9BGsHKu1-FhRmxq_HJooAloHGbr9ytC_751zxwSVrP1ofsogL7iCgR5puInacY5MF9FvrUH4_FgT2F08wBlYaNxjwMbNm9ruhRBxVA9Eb_GmmJlK1g/s400/10_resize.jpg)
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.
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