Environment in Games – Week 10

Gone Home, Thief and the mansion genre

  • Name three other gameisms
  1. A shaking platform signifies the platform is going to fall in a game.
  2. An arrow on the ground means go towards the direction of the arrow.
  3. A wall with no way to climb up means you have to go find another way to explore/exit the game.
  • Name 3 games in which the environment is central to the game mechanics
  1. Call of Duty
  2. Dig Dug
  3. SEGA Bass Fishing
  • What other ways do game designers require a player to read the environment?

Game designers have the ability to give players clues and hints on gameplay through the environment. For example, if there is a vine in the foreground of game set in the jungle, that is a clue that the player can somehow use that vine (wither swing or climb up it, etc…). In this way the player reads what environment they are in a jungle, so in the jungle there are ways you can navigate that go further than just run/walk/jump.

  • In what other ways do game designers apply pattern recognition?

Pattern recognition is a way game designers let the player know how to interact with the game. If inside some boxes there are coins, then the player will always look in the boxes to find coins. Game designers can also apply pattern recognition to warn when something not so cool is going to happen to the player in game. For example, the music or ambience could change whenever a boss is coming up, so the player can recognize the change and be ready.

A history (and the triumph) of the environment artist: on The Witness and Firewatch

 

  • Describe the emotional tone of your environment. What colors does this evoke?

The emotional tones of our environment is the looming, dark forest above versus the warm home of the rabbit in the burrow. The dark forest uses blacks and blues to evoke feelings of uneasiness while the rabbit’s burrow uses warm-tones and colorful decor to evoke feelings of being at ease.

 

  • Choose a minimum of 10 pieces of reference art then, from them, choose 2 that represent your game. Write about the qualities that speak to you.

 

 big eyes puss in boots

 smol warm colored bunny with warm backpack

Google doodle with lil bunny

 calico cat looking at water/reflection

 Coraline’s colorful house vs dark forest

 more straight lines than curves, use of light

 3D strawberry with a face – faces make things cute

 scary looking wolves from Twilight

 animal crossing character

bear in hibernation with roots

 

Top 2:

Coraline and her colorful house against the dark forest backdrop. The difference between the “safe” home versus the dark unknown in the forest is very evident in this screencap.

Puss in boots’ eyes are massive giving the character a cute and loving look in this screencap. An easy way to make our rabbit likeable to the player is to make it look innocent and cute.

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