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My Themes

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Horror

Characters: One person trying to get out of a place.

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Narrative: The narratives are usually quite gripping and are usually about being captured and escaping or exploring a place. 

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Assets: Chandelier, walls covered in mould and torches or gas lamps.  

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Environments: Old abandoned and broken down places. 

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Era set: Usually 1800s-1900s

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Weapons and abilities: Swords, bats, guns and abilities vary through different games. 

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Sounds: Everything is worn away and broken so things with hinges will creak as well as floor boards. 

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Graphic styles: The game would be very dark with some spots of light from different light sources, a lot of horror games are 3D and first person so the graphics are good. 

Fantasy 

Characters: There is usually different classes of characters that are customisable. 

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Narrative: There are quests throughout the game that you'll have to complete as fantasy games are usually open world. These quests will involve killing creatures. 

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Assets: Weapons, abstract looking forests and other land. 

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Environments: Vibrant, lots of forests with glowing areas and colourful smoke to give a mystical feeling. 

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Era set: Set in a fictional time period. 

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Weapons and abilities: Magical staffs, elemental powers, guns and bows.

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Sounds: Soft music is common through fantasy games that plays lightly in the background. 

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Graphic styles: Lots of bloom (glow) from objects, very colourful.

Action 

Characters: There will be different types of classes like in fantasy games. 

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Narrative: The narrative is often chose by the player whilst going through the game.  

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Assets: Ammo boxes, health stims, loot boxes and armour/ weapon lockers. 

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Environments: The environments will be run down or covered in bullets and bomb explosion everywhere. 

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Era set: Common eras with action games will be World War One and Two also a lot of games use countries like Russia and others as antagonists. 

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Weapons and abilities: Guns, melee weapons, shields, grenades and vehicles. 

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Sounds: Gun shots, vehicle movement, a group of people running and glass smashing. 

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Graphic styles: There may be lots of greenery or urbanisation in the areas you'll play in, the games will be graphically intensive. The colours are dark and basic in military games where as in other types of games the colour scheme may be bright. 

Horror

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Fantasy 

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Action 

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Analysis of mood boards

Horror: The images I used are all from horror games though there's some similarities that would make it a horror game. The all have common characteristics like darker colours and run down buildings. I chose these images because its a nice example of the variety of horror games. 

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Fantasy: Fantasy games are very similar but they all have a different aesthetic, for example Runescape is medieval based and is a game that you have to play for hours and hours to level up your character. Though a game like Final Fantasy is more futuristic looking with the same concept. 

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Action: This genre of games can be completely different through having different fighting styles and different strategies you have to use. The games all look different too and all have their own lore. 

Proposal form

SWOT analysis 

Strengths:

Work organisation, I am good at planning out what I need to complete. 

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I am confident in using 3DS max and photoshop as well as Unreal engine.

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Weaknesses:

I am not the greatest at texturing mainly mapping textures, sometimes ( depending on complexity) I don't know what nodes to connect. 

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I need to do deeper research and find out more facts about different things. 

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Opportunities: 

Practicing my modelling skills. 

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Being able to program doors to open and make sure the have collision on Unreal engine. 

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Threats: 

Completion of previous work.

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Referencing is something i forget to do often. 

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Working at home and college can be frustrating at times. 

Contingency 

A contingency plan will help me to think of what can ruin my production and how I can prevent it from happening. 

 

Falling behind- To prevent falling behind I can ask questions on what the latest work is and make sure I complete it before the next work is issued. 

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Distractions at home- I'll work in a quiet room with the right equipment, this will prevent me from having to go out of the room mid lesson and also stop background noise from interrupting. 

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Loss of work- I will put my work on the one drive so its saved at all times and o can access my work from any computer. 

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Game opening stages 

Open sequence review (Resident Evil 7)  

1. What effects does the opening have on you? What does it make you feel or think about?

 

The opening to this game is very earie and makes you fell creeped out or maybe scared. It makes you think about what's going to come up in the game. 

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2. Which techniques are used by the developers? In this case, think about any narrative and any imagery used.

 

There is some sounds and they are often things like nature in this game to begin with but it doesn't sound right it gives a creepy vibe. 

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3. Are there any aspects about the context that need to be considered? This could include who created the game, where it was created, when and under what circumstances, as well as your relationship with its context.

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The whole of the resident evil series had a main story that linked until 7 when they focused on the character Ethan. 

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4. Ask yourself about the meaning of the opening stage - what you think the game is about, and whether it might be trying to convey any messages.

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The game is focused on Ethan trying to find his wife. There really isn't a hidden meaning in my opinion its just an adventure to fond his wife and there's a load of obstacles along the way. 

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  • How does this scene fit within the larger context of the game? It is the start of Ethan experiencing weird things and learning about what his wife has gotten stuck in and how he learns how he needs to get her out. 

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  • What is the player learning about with the game’s mechanics or plot from this level? The player will learn how to attack enemies and learn basic movement, the player will also learn the idea of what is going on in the story.

Research Plan 

Primary research- Using art lessons to find more design ideas and going to run down areas to see the buildings.  

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Secondary research- Use google and books to find information about the environment and I will reference it all. 

Horror game mood board 

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Environment floor plan 

Extended mind map

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I have made a mind map on mindmup.com and added locations that could be used for my horror game. I am looking more into a house making a school/college as its one big building or a farm as you can make big open fields, wheat farms and some barns.

Gantt Chart

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Software 

I intend to use 3DS Max to create my assets for my game level. I will also use photoshop to create some of my own textures although I may need to use the internet for some. Mudbox will be used so that I can sculp my assets and then apply the textures I want. Unreal engine 4 will be what I make my game on and I will be watching videos to learn more about it and all of the other software I will need to make my game. 

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Intended audience

My intended audience is from 16-25 as horror doesn't have lots of gore however, it will have jump scares and there will be blood present through games. The horror genre is filled with thrills and other things that only teens and young adults would be interested in.  For gender horror games are played by both genders male and female, this means that there is a wider audience which is what you would want as a game developer. 

Asset list

My assets:                                   Reference images:

Prison toilet 

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bed

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knife

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Light bulb hanging by a string 

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Flashlight 

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Trapdoor

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Metal bars 

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Key 

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Audience 

The horror genre audience in gaming is very large and one of the biggest communities in the gaming industry. Age in the horror genre is around 15-30 in my opinion, most of them are single player games and so in most cases they are more popular than an online horror. There target audience will of course be people who game and want to "escape their unexciting lives"  https://www.slideshare.net/isaac97media/horror-film-target-audience

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Environment

Textures: I will be using things like wood for my house, in the room ill texture my floor and metal textures on the cage bars in the room.

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Shapes: There will be basic shapes used like squares and cylinders although I will be using these shapes I am able to change how they look on 3DS max anyway so I can use it for weapons or any unique assets. 

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Size/ scale:  The house won't be huge however, I don't want it to be cramped because it will ruin the whole cinematic. 

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Shading: My cinematic will be mainly dark to set the tone as it's a horror game and I'll be using candles and lights to create limited lighting around the house so there will be dark spots. 

Environmental storytelling and developer quotes

Environmental storytelling is a way of showing age and telling a story in a game by giving objects character, for example putting SOS on a rooftop showing that a person was in distress and needed help and you know this just from seeing it without having to be told. 

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This image in an example of environmental storytelling, you can see the overgrown deteriorated building. The person in the image is carrying weapons so this shows that there is some war or outbreak of some sort. You can see there is someone else in the distance and so the person with the weapons may be trying to interact with them. The person is also carrying a bag with lots of appliances on it so they may be camping out in places trying to survive. 

Legal and ethical considerations 

Copyright law- Copyright is a way of taking ownership over something so that no one can copy it and take credit for your property. 

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Other legal concerns- No, there is nothing present in my project that would be deemed illegal although it can be seen odd for a project nothing about it could get someone arrested.  

 

Ethical considerations- No, there is no blood nor violence evidence in my game scene. 

 

Models and textures- My textures are from the internet from images and from unreal engine. The links will be in my bibliography under textures and materials.

 

Disability-  If my game had come to life for all people to use id like to make it as accessible as possible for all people so they can enjoy the experience. 

Peer assessment

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