Wednesday, 14 November 2012

Meeting with Fraser

I met up with Fraser this week so we could develop the ideas we had for our project artifact, and decide upon a solid idea to take forward. As previously stated on here our original idea for the environment was a tower consisting of different rooms the player travels through, moving up, before reaching the top where the player is made to jump. After some discussion, we still want that aspect in the design, but we've decided to change the environment to be more like a house/villa in a Mediterranean setting like the South of France or Italy, where there is quite a lot of similarity in the countryside housing styles. This idea suits me nicely as one of my original ideas was to recreate my Grandfathers house in the south of France, so the style is very well known to me, at least in terms of exterior, and surrounding countryside. The interiors can be just about any style however.

We discussed more of the level design, and swapped bits of research that could be of interest to the other. For the environment design, we've been thinking it would be good to start in a nice, warm, open garden, with plenty of light - a very tranquil start to make the player feel like exploring. From there the plan is to move into a conservatory/entrance hall, which will look quite elegant, but not too ostentatious. As for lighting in this room I'm thinking it should be fairly well lit overall, shade instead of shadows, to evoke that sense of mystery and exploration described before. We want this room to feature a spiral staircase taking the player to the upper levels of the house, so i think focusing the direct light from the windows on this would be a good way of bringing the players focus in the correct direction.

From the entrance we want a couple more rooms, but are unsure about them just yet, other than they should slowly lead towards a darker, gloomier final room in an abandoned bell-tower, where the player will experience the jump. Strong contrasting light and shadow would be best used here I think, as it adds drama to the scene, so things like god rays poking through small windows in the sides of the tower. Im also thinking very de-saturated colours, with a lot more grays present.

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