Sunday, 13 February 2011
Imagery / Backdrops / Context - Game level
General scene grab from games that i feel have beenn inspiring my thoughts on how to manufacture my game level.
Dystopian, barran, industrial, noisy, dirty...
Earlier games such as Doom, Cyberia, snes Mario are prevalent, looking at them through a new set of lenses has opened up seeing the layers and textures to artefacts and terrains that i had never previously payed attention to.
The illusion of 3d is an interesting theoretical point as much as it is incredibly clever within games. 2d images emphasising 3d space that surrounds them.
These images are mainly my thoughts on textures and the ambient ethereal feel to the level. Lots of steel, industrial noise, smoke and steam, old machinery and spurious radio signals, (military and distress signals that filter through the robot at staggered intervals) Reverberated sounds....
The sound is, for me the most integral part. I feel i can potentially be quite clever and experimental with it (coding dependent!!!!) and it will be incorporated to the best of my ability.
There will also be shiny artefacts, left behind from the now extinct human race. This such as coke cans, marbles, toys, hubcaps. As well as neatly piled computer chips, almost as if the robot is inadvertently seeking the meaning of his existence in a world where he does not have to be subservient to man.
Tone and colour pallets will be defined at a later date, but in summary, browns greys and metallic surfaces, broken buildings and destroyed infrastructure, broke pipes and steam'smoke billowing from far away objects.
Everything you would imagine a discarded robots home to be like....
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