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Sunday 30 September 2012

heartbeats 'til departure...

Gantt chart rough time table for my project. due to change maybe when i found out more exact dates.




Friday 7 September 2012

The fear inside...

types of fear.

1) shock - where something or someone jumps out at the player and startle them, or a sudden loud noise.

2) paranoia - making the player seemed uneasy about their surroundings, can also cross over into real life as noises round their house may make them feel like something is there.

3) dread - creates suspense and feeling that something bad is going to happen, like a sense that walking into a certain room is going to trigger something bad but not sure what.

using this information will prove beneficial to creating the scary factor of my game. trying to use all 3 of them together should definitely make for great design.

Wednesday 5 September 2012

I think it's time for you to go to sleep...

Current stage of work over summer has been lots of research and personal exploring into all aspects of horror, scary and creepy forms. i have built up a good knowledge over the years of the fear and horror driven forms of media and how they are presented which should help in this project. the recent research has been quite inspiring, i have listened to many forms of music, most noteably melodic piano and violin music which resonates an almost ghostly feel to the pieces. the music itself has helped me visualize my game and the atmosphere i want to create.

aswell as the music i have looked into lots of photographs and pieces of artwork, what i seem to be grasping from them is the shared use of high contrast and washed out color palettes featured in old, worn abandoned looking environments. this is just the kind of inspiration i needed to create my world, as i want to follow a similar design and visual feel to my game.


below are just some of the mass load of images i have collected which demonstrate these factors.