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Wednesday, 27 November 2013

BA7 Research: World of Level Design



World of Level Design – Horror Fear Level Design

Reading from a tutorial on World of level design I read about Horror fear level design. (Link can be found here: http://www.worldofleveldesign.com/categories/level_design_tutorials/horror-fear-level-design/part3-survival-horror-level-design-story-environment.php). I found it a very interesting read especially how it talks about the fact that it’s better to build an environment if it has a story behind it. For instances it discusses about the idea that if a horror game takes place in a newly built office then the viewer may not be scared or feel fear from, however you take the same viewer and put them in an older office building then they may be scared or feel fear. The older office building has a history, it tells a better story than the newer office building. Below is an extract from the tutorial.

Location.

 (There are certain environments that are more effective in communicating horror and fear then others. For example abandoned buildings and old hotel rooms are scarier than brand new office buildings. Reason is because they have history and past associated with them. There are traces of human history in the environments. Brand new spanking environment doesn't have that. So we already are seeing traces of clichés in the story of the environments.) – Worldofleveldesign, Horror fear level design.








It then proceeds to discuss ‘What is the mood you want to communicate? The environment has to compliment the story and the purpose you are trying to achieve. It also has to drive the story forward.’ – Worldofleveldesign. Reading this it has helped to me understand that I need to create a better story and history for my scene. Doing so it will help me to create a scene convincing the viewer that it’s a somewhat dangerous place to be, making them feel uneasy and uncomfortable. It lists in bullet points about identifying the environment:
·          

  • What is the location?
  • What is the setting?
  • Time of day? Season?

To take these point into account I have decided to try and answer those best I can for my own environment scene.

What is the location?
The location of my scene is in Southmere, England. A small village residing in rural England. A medieval town now is present day.

What is the setting?
The setting of the scene is in present day, based on medieval architecture. The scene itself take shape from a real location: Norwich. Elm Hill to be exact.

Time of day? Season?
Time of day will be a night around 9pm and the season will be around August.

Next it talks about collecting reference images and then creating a location that people can recognise such as in 28 days later. ‘Now, you don't necessarily have to have visited the location, but being able to relate to it, is important. Most people know what London looks like and were able to relate to it in 28 Days Later.’ – Worldofleveldesign

Lastly it gives an exercise that you can do:

  •  Write a story of your environment. Think as if you are telling a story to your friend. Who lived here? How did it get to be how it is? Why did everyone leave?
  •  How it was created, what happened to it.
  • Think of the emotional impact and how this story can be used to create more depth in your environment and relate it back to the character and the player.
This is something that I will be doing for BA8 when I have more research on the environment scene.

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