Monday 5 November 2012

Computer Games Design Course: Environment Concept

Two parts to designing game spaces; the look and feel of the game environment, and the design and challenge of playing space.

As with tv and film, the environment is a key factor in determining the overall mood of the finished product. For example, an old building can look perfectly normal by day but in the fog it can take on a sinister appearance which hints at drama yet to unfold. Weather has the effect to make environments appear more enigmatic, but also hinder hearing, vision and movement enhancing more effect on the game

Lighting is particularly effective, as it taps into one of humanity's oldest fears - fear of the dark. By pitching areas into darkness or building gloomy corners into a level, the designer can significantly raise the anxiety of a player. Even with light and shadow, a scene can still appear a little 'flat'. With the addition of some atmospheric effects, directional lighting and insignia, the space starts to display the potential for dramatic tension.

The form of an environment is an important factor to consider. On a subconscious level, humans accept a certain form of architecture and have a feeling for when a space is big or small. In the real world, people generally prefer their environments to be regular and neat. Even when buildings are unusual, monumental or decorative, there are certain of form that people expect.

The in game environment is a stage set for the action of the game to take place. Environments must provide the space and ambience to host the various challenges of opponents, puzzles and trails within the game.


  • What will the overall look be?
The overall will be in a dark mysterious forest. The path will be the main area of focus, with big intimidating tress surrounding. Burnt ruins, with fire still blazing, low lighting, fog. To make it feel a little more personal and a reason for the child to be around i will make a children's playground. 
  • What details will be there?
Trees, railings, leaves, mud, ditches, pathway, litter, lampost, fire, pram, childrens playground
  • What would the lighting and atmospheric effect be like?
Dark, low lighting. Foggy, windy, mysterious atmosphere. Lit by lamppost and fire.

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