Friday, September 11, 2015

Ice Continent and Game Development Proposal

ICE CONTINENT
I started playing around with some Ice concepts. 



GAME DEVELOPMENT PROPOSAL: NARRATIVE DESIGN ELEMENT
NARRATIVE ELEMENT
Diegesis
CONCEPT
MECHANIC(S) USE
My chosen narrative element is Diegesis, with an environemnt that tells a story through its physical and art design.

ENVIRONMENT DESIGNMOOD/ATMOSPHERE (ART DESIGN)
In my game I will use the Environmnent Desgins to help tell the story visually.
The Tropical Continent, is full of vibrant colors which gives the player a feeling of awe and an excitement to explore the colorful world. As night turns, all of the colors disappear, leaving the player the only light of the moon, this gives an atmosphere of unsettling loneliness, as it dawns on the player that they haven't found any life yet. Once the player finds the creature, it lights up during night, giving the player a sense of hope. The player ventures into the first temple which is dark, using the creature as their only light source, giving a mysterious atmosphere. The Creature becomes all the more important in the story as it is the only light source, and this communicated through the environment being dark, highlighting the creature.
Once the player finishes the first temple, they contyinue walking through the Tropical Continent, as they get closer to the Ice Continent, Ice bergs start to appear in the background. Because the ice bergs are sharp, it created a feeling of danger, setting up for a key plot point/climax.
As the player reaches the Ice Continent, it is full or sharp Ice bergs and caves that are dark. But once night dawns, the ice lights up with bright turquoise colors which are bright and colorful. At first the Ice Continent is harsh and plain but at night it becomes colorful. This foreshadows the experience the interaction with Nox, later in the game.

IMAGINATIVE IMMERSION
In my game I will use imaginative immersion as part of telling the story visually. The weather conditions throughout the game change, depending on what Nova feels throughout the game. When Nova finds out she is a robot, it starts to snow/storm on the Ice Continent, this reflects how Nova feels, she is confused and angry (storm). Nova's feelings are reflected throughout the Environment and its weather conditions. When Nova storms off when she finds out she is a robot, the storm continues on, and gets worse. Once she re-pruposes the Machine with restoring life on the planet, the storm settles and the sun comes out. This reflects how Nova overcame the storm inside her, not knowing what she is and deciding to help the machine.

Physical properties/consequences/what tells me the logic of the world/the micro-narrative, what they interact with and how it tells stuff, describe the levels, jump over stuff
JUSTIFICATION
I have chosen these mechanics because the game's themes are: loneliness and looks are decieving. The themes can be clearly shown through the environemnt/world of the game.
I think these are the best way to translate my linear source narrative into a video game because the story is about how looks are decieving, I think this is best shown visually, through the environemnts and characters.

Why is the technique you picked the most important?
RELATIONSHIP TO WHOLE NARRATIVE
My narrative element (diegesis) and its mechanics (environemnt) relate to the overall narrative. The Environments foreshadow certain aspects of the narrative and express the theme through its art design.

Give a sense of the big picture and hwere it all fits in (eg character, is it the most important bit?) the edges of the story, cinematics etc platfroming, interface
RELATIONSHIP TO OTHER ELEMENTS YET TO DEVELOP
Linerarity
CHARACTER
Immersion or Intertextuality – talk about inspired sci fi movies/games
  • Micro-narrative is all the scibbles in the caves/temples which give hints of the backstory
  • incorparating micro-narrative into diegesis, makes the player pay attention to the environemnt more, because they are intrigued in the narrative and its mystery

  • Character is important because Nova interacts with the Diegesis. Nova's colors are minimal, mainly white which contrasts greatly with the vibrant colors of the Environemnt, making her stand out.
  • Nova and the Creature create a bond throughout the game which is shown through the diegesis (their interactions with one another and the environment) which develop through the narraive
  • Immersion through character/environemnts
SOURCE NARRATIVE
STRENGTHS AND ASPECTS OR ASSETS TO RETAIN
What about the source narrative suits your chosen narrative element and mechanics?
What works – about the story – what is good


WEAKENESS AND ASPECTS OR ASSETS TO DEVELOP
What about the source narrative doesn’t suit your chosen element and mechanics, or will need to be given closer attention as part of your story’s conversion into interactivity?
What doesn't work – what's shit about it
VISUAL: REFERENCE MATERIALS / CONCEPT ART

SOURCE NARRATIVE ADAPTATION


Show us some of the creative process that got you from the source narrative to your interactive concept. Include visual/journal excerpts from your early design stages. Capture what you think are the essential qualities of your story, and annotate them with notes about possible ways it will become interactive, possible opportunities, and possible problems or risks (minimum: 2 pages).

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