Environment Location
Mood Board #1 - Sewer
The environment will begin in an
underground tunnel system, hypothetically underneath an abandoned science
laboratory or mansion. The area would serve as an environment connection
whereby the player leaves the upper
level and delves into the haunting depths of labyrinth like tunnels. This
underground section could simply be an derelict mining tunnel or link into the
areas sewer system but common attributes will include:
Man holes
Circular/curved walls
Bars shutting off tunnels the player
can’t use
Long dark tunnel corridors
Limited lighting
Foggy atmosphere
Ladders
Doors
Heavy machinery/pipes
Lose wires
Valves
Dirt/grime/rotting/derelict
Water damage history, mould, rust
Claustrophobic confined areas
Vents
I decided the best way to illustrate my
thought would be to create a mood board of influential/inspirational images
that I have found during BA7. This way I will be able to give a clear
visualisation of my ideas. This will help the production pipeline with regards
to progressing into BA8 because I will have a set of images that will
illustrate my ideas and prepare and inform for the design phase in BA8. Here
are the image I have found…
Environment Location
Mood Board #2 - Visual Semantics
This section will be the joining scene
between the dark, eerie, uncomfortable sewer/tunnel area. While it will still
appear to be set in the sewer, it will house strong visual semantics which
narrate and inject strong themes of horror to the audience. I have been
studying visual semantics in games for most of this project, understanding that
it is a method in communication between creator and audience. As my project it
focussed on the ways in which environments display, communicate, inject and
illustrate horror, I thought it would be good to create a mood board of
influential ways in which horror themed visual semantics work so that the
reader of my research and development document can further visualise my idea.
Elements include:
Blood stains
Visual narrative assets
Broken assets
Gore
Signs of violence and decay
Signs of pain and torture
Broken ladder
Uncovered manhole with bloodstains
Hole in the wall
Shovel
Assets that force questions (what
happened here, is this safe, am I in danger? Etc)
I used all my own screen shots for this
mood board as I wanted to portray how visual semantics were used to communicate
themes of horror in games, I felt in game visual examples would work best to
communicate and help visualise/portray my idea.
Environment Location
Mood Board #3 - Psychological Horror Room
Once the player has made their way
through the haunting and decimate sewer/underground tunnels and analysed the
visual semantics “centre piece” of the environment, they will come across a
door which leads into a room.
I have named this room the
“psychological horror room” because it will encompass and illustrate the
research I did for the appropriately (and successfully) used horror game
environments.
I plan to take a few core themes from
these environments and built an incredibly sinister looking room that takes
visual core references from the environments research I did. Here are examples
of themes, assets and room aesthetics to help illustrate the look and feel of
the “psychological horror room”.
Abandoned hospital/asylum/prison room
Dirty walls, unsanitary (juxtaposition
from clean, safe comfortable hospitals)
Decay
Confusing mechanical machinery
Disgusting and un private bathroom
assets (toilet, sink, mirrors etc)
Clutter and rubbish
Dirt, grime and rust, unclean
Confusion
Unease, anxiety, eerie, haunting,
vacant.
Aesthetics Mood
Board #1 - Look and Feel
A few weeks ago I created a visual
style guide to visually demonstrate to one of my tutors the way I wanted my
environment to look and feel. Unfortunately at the time I didn’t make note of
the image sources but they were mainly Google image and Pinterest searches.
Here is the Look and Feel Style Guide to how I want my environment to look over
all, this refers to textures, types of assets, colours, tone, hue etc.
Aesthetics Mood
Board #2 - Environment Atmosphere
This mood board is comprised of
screenshots I have taken whilst playing the horror games I feel have influenced
this project the most so far, they are Outlast , Dead Space and Amnesia. I have
used screenshots that I have taken whilst playing that I feel really
communicate a horrific environment and portray the type of atmosphere I want my
environment to replicate.
Aesthetics Mood
Board #3 - Environment Lighting
This mood board demonstrates the types
of light I hope to be able to replicate in UDK for my environment. I feel they
illustrate lighting that compliments horrific and eerie environments which is
what I am trying to visualise. Techniques will include:
Strong patches of light contrasted
against harsh darkness.
Spotlights
Light coming through cracks, door,
windows
Low key high contrast
Limited visibility
Aesthetics Mood
Board #4 - Environment Surrealism
One of the key and most important
aspects of my project is that I don’t want my environment to look like a carbon
copy of other psychological horror games. Whilst it will borrow and re create
important, appropriate and effective methods employed by successful
psychological horror games, it wont directly copy them, I want my environment
to have a unique flare to it. As I have illustrated in my research, the way in
which I plan to do this is by incorporating surrealism.
The surrealism will affect both the
environment aesthetics and assets because the surreal element can be applied to
both. I have been looking at haunting and obscure surrealism to help me achieve
this look visually and, in BA8, when it comes down to modeling the assets and
environment, I will revise the surrealism research to ensure I capture and
communicate the correct aesthetics.
This mood board portrays how surrealism
can be used in environments to enhance the aesthetics and further communicate
themes such as horror. Its all about incorporating surreal elements, whether
they are obvious or subtle, to enhance and infuse the horror themes. They will
promote obscurity and distortion; both massive theme influences throughout my
research.