Project Artifact Concept: A Mediterranean villa, with
environment consisting of garden, entrance/conservatory, living room, study,
bedroom, and bell tower. Each room will use colour and light to convey a different set of
emotions and feelings, carefully designed to create an emotionally
symbolic journey for the player through the environment. The current idea
is to symbolise the player characters journey through life, starting
in the garden, which will be full of life, tranquil, brightly coloured and well lit, inviting the player to explore further. The player then moves through each room, until reaching the bell-tower, which will be cold
and gloomy, lacking in much colour, with a view of the garden below.
It is intended that from the top down view, a message of sorts shall
be visible down in the garden for the player to see, where he would
be unable to see it anywhere else. This message will inform the
player to jump, and then the journey is complete. (The design of the
message will fall to Fraser, as it is more to do with level design
than concept)
Details of symbolic journey:
As stated the garden is meant to symbolise the birth of life, but also childhood innocence exploring a new world, before reaching the house, the entrance to which is representative of the cross-over to adulthood, of leaving behind playful exploration for bigger pursuits. Next comes the living room which will be a symbol of the player characters young adulthood, when he finds love, before moving on to the bedroom, in which unfortunately, portrays the death of his wife. Onwards the player goes, into the study, where it will hopefully become clear that the player character has chosen a life of quiet, depressed isolation and immersed himself in his work, but never happily. The final room is the bell tower, from which, as described before, the player will be prompted to jump, down into the garden below. This act undoubtedly means the death of the player character, but hopefully there will be some debate about whether death is the end, or if the act of going full circle is symbolic of reincarnation or the afterlife.
As stated the garden is meant to symbolise the birth of life, but also childhood innocence exploring a new world, before reaching the house, the entrance to which is representative of the cross-over to adulthood, of leaving behind playful exploration for bigger pursuits. Next comes the living room which will be a symbol of the player characters young adulthood, when he finds love, before moving on to the bedroom, in which unfortunately, portrays the death of his wife. Onwards the player goes, into the study, where it will hopefully become clear that the player character has chosen a life of quiet, depressed isolation and immersed himself in his work, but never happily. The final room is the bell tower, from which, as described before, the player will be prompted to jump, down into the garden below. This act undoubtedly means the death of the player character, but hopefully there will be some debate about whether death is the end, or if the act of going full circle is symbolic of reincarnation or the afterlife.
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