Video for Semester 2 graveyard play through : https://www.youtube.com/watch?v=zIwXz89T7OA&fbclid=IwAR2QrOXErRhoufkjVEtFDQszx0D2mvcGVw3gfbEMFvGa5NEEINm5ReIVHvA&ab_channel=YasmineBrough
Friday, January 8, 2021
Reflection
Conclusion and Reflection
During this project, I feel I managed to achieve my goal towards testing, as a means of exploring more ways that I can use the 'Sense of the self'. I feel I have learned more from this semester then my previous both practically and in theory.
I intend to carry on this project to my third semester, but focusing it towards a final piece that strings all the things I have learned into one demonstrative piece. I aim to do one play through rather than multiple test levels as it is not experimental in that same way - it is a culmination of my tests.
There are problems with my testing, similar to other projects. Due to the current situation, its difficult to get players to play test so my tests feature a small sample size, which means I can not set up a specific 'control' group in the way that I would like. My playtester sees both the first and second levels in tandem, which could skew their feelings and results. I've learned some interesting ideas and observations through this, even if the results aren't very thorough.
Graveyard levels Test
Testing
I got a player to play through both levels and then interviewed them.
In the first level, the test player stated that it was quite a somber atmosphere. They felt that the indirect nature of communication from the owls only made them want to talk to them more, driving them forward. The player noticed after the first two sets of spirits that they were only speaking with each other. She felt the atmosphere was quite bleak but somewhat relaxing.
In the second level, she noticed instantly that they were no longer in pairs and this time were alone and could be interacted with. After a few conversations with the owl spirits, she noticed the heads were following her and stated that she was instantly unsettled. She added that this was the main feature that made her want to run through the rest of the level. She feels she had a strong reaction to this because she had gone a while in a false sense of security, and the change was noticed naturally. Catching that movement in the corner of her eye made her feel more unsettled.
I asked which of the two levels she preferred for atmosphere and emotional impact. She said that it was by far the second level, however she does not feel that she would have gotten the same impact if it was not for the first level setting that atmosphere up. This was the part I was most intrigued in, as realistically other than in a testing format, repeating the same area in that way is not standard practice for games.. However, there may be ways in which I can use that tactic to set up a similar response in a singular map.
Owl Graveyard Final Scene
Graveyard scene completed
level 1
First level entrance. By Yasmine Brough |
Discussion between first pair of owl spirits. By Yasmine Brough |
Lonely owl spirit. By Yasmine Brough |
Bridge leading to cross road. By Yasmine Brough |
last owls discussing narrative. By Yasmine Brough |
level 2
Second level first owl interaction. By Yasmine Brough |
Owls Heads turn to face player. Background town. By Yasmine Brough |
I could expand on this further in future projects with an external environment, adding towns or mountains in the background.
Owl spirit scripts
Level and scripts
Furthering my designs of the level layout, I created the draft scripts for the stories and figured out the locations that I wanted for the player to meet the owl spirits.
First Level
The first level is the level where I want the player to meet the owl spirits that communicate with each other, rather than the player. I'm interested in testing the level of interest the player shows towards picking up on the narrative and what atmosphere this creates in the transition area.
First level map By Yasmine Brough |
First level script By Yasmine Brough |
Second level map By Yasmine Brough |
Second level script By Yasmine Brough |
Practice map By Yasmine Brough |
Level Designs
Level Designs
The first designs for the graveyard layout were very square. I liked the idea of keeping it this way so that the environment looked spacious despite having a more linear path through it. I designed it this way so that I could keep everything feeling enclosed and have everything more spaced out. However while researching graveyards I felt that the ones that were more spacious felt empty. Although this in itself can be a good emotion to convey in the scene I started to realize that I would have to block the player of from the majority of the scene to keep the tone between meeting each owl spirit. This encouraged me look further in to graveyards that had more obscure shapes.
First Graveyard level designs By Yasmine Brough |
Image From Graveyard Records |
After seeing images such as this, I loved the imagery of the graveyard being in sections. This helped keep everything more spacious while having little scenes in each area. In the image of this gate, for example, I really liked the way the path wasn't directly forward and was to the side. This meant the first impression would be of a little uninterrupted area. I updated the designs for the level to match this form of layout.
Layout re-design By Yasmine Brough |
Design and model Progress
Owl 3D design
Owl spirit designs. By Yasmine Brough |
Final owl spirit model. By Yasmine Brough |
Grave prop progress. By Yasmine Brough |
Spirit Designs
Spirit Designs
Wan Shi Tong Knowledge spirit from Avatar. Image from Fandom |
The design of the owls have been inspired by the design for 'Wan Shi Tong' from 'avatar the last air bender'. I feel the owl spirits are fitting for the environment, and believe they will be effective in directing the narrative of the level.
Owl design By Yasmine Brough |
Owl Design By Yasmine Brough |
Owl Design By Yasmine Brough |
Owl Design By Yasmine Brough |
Graveyard Corridor designs
Early graveyard props design
Designs for props. Gravestones. By Yasmine Brough |
Designs for props. By Yasmine Brough |
Designs for foliage and props. By Yasmine Brough |
Church design By Yasmine Brough |
Church Design By Yasmine Brough |
Entrance Design By Yasmine Brough |
Looking into color By Yasmine Brough |
Colour Designs By Yasmine Brough |
The Graveyard corridor
Graveyard Transition area
For this project I am wanting to create an atmospheric graveyard scene. Focusing on more abstract assets and further developing the emotional impact of ''the sense of self'' and exploration within the scene. With the combination of these I am hoping to create an overall emotionally impactful atmosphere.
Image from ArtStation. By Darren Benton For this scene I want to design I am wanting to lean into a stylized abstract nature. Creating textures that have a more hand painted style to them. Originally I wanted to make the scene white with black silhouettes. After further research and discussion with peers I have realized that there are a few problems with doing it this way. Such as the effect of depth on the environment and models. |
Raven Art By 5erg |
Inspiration
Inspiration for next transition area
In this next project I want to further my previous project 'the sense of self'. Using inspirations from other artistic mediums to add emphasis and explore the emotional reaction gauged by the player.
Areas such as fine art are an influence in this process as this practice focuses heavily on abstract and emotionally impactful products. I hope to use the lessons learned in my previous work to create a small narrative that intends to leave the conclusions to the player's own interpretations - much like within the world of fine art.
Beth Cavener Stichter
“Kept-Variation in Cream and Grey” By Beth Cavener Stichter |
Beth Stichter creates animal sculptures that convey human emotions. Using other beings, other then humans, for a strong emotional impact is effective as people find it easier to relate to complex or difficult feelings when it is more as a representation. This means that her work can convey a lot of powerful emotion and encourages people to talk about these topics more openly.
Okami
Art based games such as 'Okami' use similar premises and art based styles.
Image from Wikipedia |
The black and white ink style in 'Okami' adds to the dynamic and free style gameplay.
Ori
Ori and the Blind Forest has stunning visuals which is one of the main factors that made this game stand out so much from others. Mixed with the narrative and it makes for a very emotionally impactful experience.
Image from Wikipedia |
This game uses ink projectiles to paint in the white surrounding areas so that you can make your way through the map. This alongside the narrative work very effectively
Image from gamespot. Image from By Justin Clark |
Library scene Reflection
Conclusion
From this project I feel that the visuals definitively impact the emotional connection and impression on the player. Transition areas could be improved simply by improving the visuals in the environment. The flaws of this do still exists for the industry though and so would remain unreliable to use consistently (especially for companies or games with less funding) as this issue is not quite as relevant for AAA games that can justify these costs and time expenditure.
The visuals for this scene improved but still had flaws that I would like to address in future. Such as the plant pots. To save on poly count I left a small gap in the top for the plant stems. However, this left gaps that light could get through, which reflected underneath the pots and further affected the lighting in the environment as a whole, causing incorrect reflections.
From this experiment I have learned that the visuals do play a big part in the emotional impression on the player. For my next corridor I would like to explore the idea of improving the visual impressions while also tackling the problem of time and funding problems that this causes.
Library Play through
Testing
Library scenes By Yasmine Brough |
For the test I got a player to play through the old and the new scene and asked and interviewed them on the emotional response from them both separately and then as a comparison between the two.
First Library
For the first (older) scene, she described it as very plain and basic visually, however could tell what the items were meant to represent; especially with the narrative aid. She did feel that the emotional impact and intrigue of the narrative and desire for exploration were impacted by the visuals. She detailed that it was a small space with lots to interact with, however felt this was detrimental to the transition area as it was an overwhelming amount of information to take in, in such a small area. This, she said, was problematic as transition areas reflect the pacing of other areas as well. Making the player want to avoid exploring with these things would possibly reduce interest in the world that it is supposed to be promoting.
Second Library
The second one she felt was a lot better in both layout and visuals. She stated that despite this version of the scene had more in it, it felt less overwhelming due to it being more spacious. The rounded effect and corridor going upwards gave the player a good sense of direction with freedom to explore. As an aspiring lighting artist she felt that the colors and lighting gave this scene a much better sense of magic and wonder. However she did feel that the red rug in the center was distracting and disconnected to the magic theme as the contrast disconnected it with the theme.
Final thoughts on comparison
I asked her; in regards to her thoughts on the two scenes, how did she feel the visuals impacted this. She believed that the first scene would have improved a lot with more visual details like in the second. However she stated that the overall design and layout along side the visuals all contributed to the improved atmosphere.
Conclusion and Reflection
After this project I feel that the visuals can impact the overall emotional impact gauged by the player to a degree that the other areas I was testing have been affected. My current style of project is reflected by the visuals, in that since they are tests rather than produced works, they have a more abstract feel. This however does not mean this style is inevitably detrimental to the projects. In projects such 'a sense of self' I used this style in a different way, inspired by games such as the 'Beginners Guide' that use abstract visuals as a way of enhancing the emotional impact. In my next project I am going to look more in to this concept.
Finished Scene
Library scene complete
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
Library By Yasmine Brough |
The final renders of the Library scene. They contained the same premise of narrative with line trace giving a description of an item.