Industry Practice: Initial ideas
Initial Moodboard:
After speaking about the themes and ideas of our project, I created a moldboard that shows my personal inspirations and ideas relating to the project as a whole. In this I drew form a variety of game and real-world inspirations to create a personal view of how I believe our project could be presented.
-Wide open spaces.
Shown in the environments of the Silent Hill games and in photos of Alaska, I believe that such scenes could be used to show a smallness in the characters of the game. This could be used to add effect to themes of loneliness or anxiety, showing how large the world is around them and perhaps visually enforcing how "small" the characters feel as a result of this. It could also be used to show themes of the unknown or of uncertainty, the environment physically appearing hostile and mysterious.
-Multiple characters confined in a small space.
Examples are from Silent Hill and Indie horror games, showing multiple characters physically close together whilst in an enclosed environment. This is functionally the opposite of the wide and open spaces I previously examined, and could be used to show potent interpersonal relationships or to assist in showing how characters relate to one another.
-Creepy/Cute art style.
Shown in screenshots of the "Don't Starve" game series, sketchy lines, desaturated colours and simplistic details could be utilised to show a "creepy/cute" art style. This was a potential art style we discussed as a group and I believe that its utilisation in our project could go a long way in making our game stylistically unique. This art style could also play into the themes of the game, showing how characters may appear uncertain or worried through uncertain and sketchy lines.
Examples are from Silent Hill and Indie horror games, showing multiple characters physically close together whilst in an enclosed environment. This is functionally the opposite of the wide and open spaces I previously examined, and could be used to show potent interpersonal relationships or to assist in showing how characters relate to one another.
-Creepy/Cute art style.
Shown in screenshots of the "Don't Starve" game series, sketchy lines, desaturated colours and simplistic details could be utilised to show a "creepy/cute" art style. This was a potential art style we discussed as a group and I believe that its utilisation in our project could go a long way in making our game stylistically unique. This art style could also play into the themes of the game, showing how characters may appear uncertain or worried through uncertain and sketchy lines.
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