Tuesday, November 15, 2022

'Night Security' Upper Floor Level Design

 In researching Level Design, I learnt the importance of creating Bubble Diagrams to map out the outlines of each space that is to be included in the level as a whole. I learnt about Bubble Diagrams from: https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-designing-video-game-levels--cms-25662.

Below is my first attempt at a Bubble Diagram.


After working out the desired composition of spaces (a fairly easy task as I didn't have a Client Brief restricting my design choices as I would have in both the fields of Game Level Design and Architecture), I created a Rough Map of the spaces. Traditionally, spaces of transition, such as corridors, may be left unincluded from a Rough Map for certain types of game (See the example in the link above); However, as my game makes heavy use of Architecture to build anticipation and dread, the corridors and corners become key spaces in their own right and are thus worthy of inclusion. A result of this inclusion means the spaces are more easily readable as to how the flow into one another. See the end resulting Rough Map below. 


I then reapplied my annotations to show what each space actually is, allowing for an easily understandable 2D map of the floor that could potentially be included in the game itself as a visual asset. Each space within the design has been considered carefully as to how the Architecture will cause/amplify feelings of fear, anxiety, vulnerability, isolation and anticipatory dread in the Player. Their spatial characteristics, such as ceiling heights, light level and how they could be a vehicle of horror situations has also been considered with their designs. Please find the end result below.





Tuesday, November 8, 2022

Horror Game Research, Entry One.

Horror Game Research, Entry One.
GAME 1: Anatomy

Game Name: Anatomy
Developer/s: Kitty Horrorshow
Released On: Itch.io
Release Date: 2016
Setting: Regular Home

Research:

  • How the regular home can be compared to aspects of the the human body (hence the name, Anatomy).
  • At 2:32, Markiplier says; "There is something strangely unsettling about all of this, but I can't put my finger upon it. So it's like a subtle expectation that something should've happened by now."
  • Pictures of body parts/organs through medical scans as internal decoration.
  • At one point in the video, Markiplier felt uneasy exploring the darkened upstairs as he felt he wasn't supposed to as the game had not directed him there yet. At 7:12, he says; "Hello? I guess I haven't gone upstairs yet. I don't like it. I don't like it. Ugh I don't like it. I don't like being up here. Okay, maybe there's no reason to be up here. Why would I be up here? I'm not allowed up here?" And at 8:29 he says; "See! the weird thing is like I feel better going upstairs now that I know that there's something up here to get, which is weird right? That's got to be weird. It was like I wasn't allowed to come up here before."
  • Lack of stimulus and foreboding atmosphere causing dread and fear, creating a sense of horror - Markiplier says at 9:21; "This is weirdly creepy for nothing going on! There's absolutely nothing happening! Then why am I afraid in any way, shape or form? There's nothing happening. Absolutely nothing. There's nothing happening."
  • The above is evidence of the Environment and the absence of Events creating horror through anticipatory dread.
  • Absence of stimuli, darkness, a mundane task and a familiar architectural layout was all that was necessary to create unease.
  • At 10:13 in the video, the Tape says that the basement is "the place we spend our childhood filling with monsters."
  • Going through some places again, but now some things are different to how they were before; familiarity with the Environment prior to its change creates horror when it does change... and changes again.
  • Anatomy Monologue Transcripts:
  • At 32:56 in the video, the Voice says this; "...because the truth is this. When a house is both hungry and awake, every room becomes a mouth."
  • Markiplier says the following in the video at 38:35; "This though, was incredible. I have no idea how they managed to make that so creepy. You have to play this for yourself. Like, this is nuts! I, I can't be crazy, right? Let me know what you guys think of this down in the comments below. Like, there was just this perpetual sense of dread that just built and built. How did they get away with that?"
  • At 39.05, Markiplier describes the game as follows; "That was, just like I said, a completely different experience from almost any other horror game that I've played. I've played horror games with great stories that were scary. I've never had a horror game with just an absolutely horrifying story. Where the entire experience was about this horrifying tale and you scared yourself the whole way, 'cos to be perfectly honest, that's what makes horror great is dread. Fearing what's around the next corner and I did that. So, kudos to Anatomy, kudos to the developer of Anatomy. Amazing! Loved it!"
Additional Research:

Game Name: Maple County
Developer/s: Thorne Baker
Released On: Itch.io
Release Date: 2021
Setting: Regular Home

  • Using the hallway to frame the Antagonist.
(Research deemed too limited for use.)


Game Name: Discover The Ocean
Developer/s: Warkus
Released On: Itch.io
Release Date: 2021
Setting: The Ocean

  • Using a drone camera as a means for the Player to see.
(Research deemed too limited and somewhat irrelevant for my goals.)


Game Name: Corpse Ocean
Developer/s: Akuma Kira
Released On: Itch.io
Release Date: 2020
Setting: The Ocean

  • Game starts bright and open; gradually becomes darker and more claustrophobic.
  • Minimalist style.
  • Me: "I feel nothing." - The game was made in 10 days for the DreadXP Dredge The Depths Game Jam, and though impressive and interesting, did not evoke fear.
  • Use of strange geometries at the end of the game, playing to the Lovecraftian flavour of the Jam.
(Research deemed to limited and somewhat irrelevant for my goals, despite my love of Lovecraftian
 horror.)


Game Name: Verso
Developer/s: LuTDC
Released On: Itch.io
Release Date: 2020
Setting: A House and its warped state in a reflection
Research Source:

  • Mirrored realities.
  • Simple but effective.
  • Doors and keys; a simple premise of escape with a simple mechanic to enable it (hopping through mirrors at the right time to sneak past a patrolling Antagonist to gather the keys needed to open aforementioned doors).


Game Name: Do Not Take Your Eyes Away From The Red Fridge
Developer/s: Co5monaut
Released On: Itch.io
Release Date: 2020
Setting: A Basement

  • Low poly. Basement.
  • Fridge steadily gets closer; anticipation and dread.
  • Simple but effective Environmental Story-Telling.
Game Name: The Fridge Is Red
Developer/s: Co5monaut, 5word team
Released On: Itch.io
Release Date: 2020
Setting: A Basement

  • Simple but effective mechanics like the previous game.
  • The Fridge moves when you aren't looking directly at it whilst making ominous sounds/saying threating things.
  • The Player's eyes close if the mouse cursor remains still for too long to simulate being over-tired.

Game Name: Group - 864 Training Program
Developer/s: Joe Capo
Released On: Itch.io
Release Date: Unknown
(Insufficient Data For A Meaningful Answer.)


Game Name: Home Invasion
Developer/s: Darkos
Released On: Itch.io
Release Date: Unknown
(Insufficient Data For A Meaningful Answer.)


Game Name: Home Invasion
Developer/s: Alpine Arts
Released On: Itch.io
Release Date: 2020
(Insufficient Data For A Meaningful Answer.)


Game Name: Iron Lung
Developer/s: David Syzmanski
Released On: Itch.io
Release Date: 2022
Setting: A Submarine, the 'Iron Lung'
  • Cramped confines of a submersible/prison cell.
  • There are no real changes to the Player's Environment besides a light showing the current oxygen level, increasing water leaks, water pooling across the floor, the rare fire and an extremely noticeable "change" at the end of the game.
  • Lack of view to the submarine's outside Environment with exception to the photos the Player takes that appear on a screen in the cockpit after a short delay.
  • Creepy sound effects, limited awareness and the vagueness of the sub's surroundings as well as what may potentially be lurking outside creates tension and dread.


Research From The Past Few Weeks...

 A fair bit of research I have conducted has been recorded in analogue form through pen and paper over the course of several weeks. Sadly, I didn't have the foresight to date my research, so it is all one big collection in my notebook. In  this post I will share the research that I feel is most relevant.


Tropes to also be aware of: The Featureless Protagonist, Purely Aesthetic Gender, Audience Surrogate.


Mechanics: 

Run, Toggle Flashlight On/Off, Recharge Flashlight, Trip Mechanic for Prolonged Running, Interact with Items, Interact with Environment, Switch between Security Camera Feeds, Put Away Torch, Collect 'Lore' Artefacts, Pin 'Lore' Artefacts to Security Room Wall, Pass-out from Antagonist Attack, 


Exposition of Protagonist's vested interest in working at the Shopping Centre from a text message sent prior to the Game's start; This also shows that the phone is out of signal range and therefore explains why the Protagonist is cut off from any outside help and any hope of rescue from their predicament until they are relieved of their shift the next morning.


Creating Horror in Games (Not Official Title):

(Original Source Misplaced)

Katie Nelson and James (no surname given) - Blueprint Games

Their game: Relapse

  • Franz Kafka
  • "Everything must happen for a reason."; No random unexplained events.
  • Slow build-up.
  • Story & Narrative.
  • Keep the Environment interesting, avoid repetitive Game Environments.
  • "'Witness' the events".
  • Texture Environments to match different time periods like in Relapse; I could have multiple textures for locations within the Shopping Centre to reflect its state/use at different time periods in the Game World.
  • Clichés: 
  1. Dark Room with Flickering Lights
  2. The Abandoned Building
  3. The Ringing Phone
  4. Sounds in the Dark
  • Subvert expectations.
  • The Four Elements:
  1. Story and Environment
  2. Relationships
  3. Anticipation and Pacing
  4. Moral Decision.
  • Clichés > Reaction & Anticipation > Psychological Triggers > "Why am I feeling like that?" 
  • (The feelings produced in the player by the stimuli.)

Anticipation and Pacing:
  • Pacing = Tempo, speed of reveals.
  • Antici...pation = Waiting for things to happen.
  • Arc; Rising Conflict (Pacing) > Point of No-Return ("Calm Before The Storm") > Climax/ The Final Showdown.
  • Build anticipation around a focal point in the Environment.
  • Slow Burn; Don't give everything away at the beginning.
  • Be unpredictable. 
  • Pacing: Slow and meticulous.
  • Introduce the Antagonist at the end; More effective scare. (I don't feel this has to be the case.)
  • Like a rollercoaster; Slow build-up to a powerful release.
  • Use hints; Sound/noise to build anticipation.
  • DON'T GIVE EVERYTHING AWAY!!!
  • Introduce Events slowly, meticulously and ensure it is well thought-out.
  • Create enough space between Events to let the Player breath before the next one.
  • Environmental Story-Telling; It's important.
  • "Create calm before the storm...
  • …THEN ALL HELL BREAKS LOOSE!"
Story-Telling and Environment:
  • Story is king; It is what we remember when the action is over and the game is done.
  • Tell the story of; The Environment, The Character/s and their relationships with each other. 
  • (What is the Player Character's relationship with the Shopping Centre in 'Night Security'?)
  • Level Design requires depth of story-telling that comes through in the visuals.
  • LOCATION = Horror Cliché > A place with human history.
  • Essential Questions:
  1. Location? A Shopping Centre/Complex
  2. Setting? The Present Day
  3. Time of Day? Night
  4. Season? Autumn or Winter
  • What is the mood I am trying to convey?
  • The Environment has to complement the Story and Purpose in mind.
  • Collect reference images.
  • Familiarity breeds the uncanny when things start to change. 
  • Make the Player relate to the location to build identification, a physiological relationship and an emotional connection.
  • The Player must relate to the Environment.
  • Questions about the Environment:
  1. How was it used?
  2. Why/How did it get like this?
  3. Where is everyone?
  4. How was it created?
  5. What happened to it?
  • Think of emotional impact and how this story can be used to create more depth in your Environment and relate it back to the Character and Player.
Relationship:
  • Shared Experience, such as Sadness.
  • Connection.
  • Some of the strongest bonds come from highly emotional circumstances.
  • Try to make an emotional connection; Do it early and effectively.
  • Consider the emotional consequences of engineering certain in-game scenarios.
  • Losing people is more impactful than losing material or 'stuff'.
  • Using a recurring 'something' to elicit the same emotional response such as sadness, melancholy, fright or the like.
  • If something happens in a specific location, the Player will come to associate that area and any similar Environments with that experience; This is especially true if the experience was perceived as negative, such as a jump-scare in a bathroom will lead to all bathrooms being treated with suspicion by the Player.
  • Music can be used to add high impact to emotional moments. That emotion can be fear.
  • Player relationship to an area: They have been here before and are familiar with it; Something is now different about it > Uncanny, Perturbing.

Gamescourse.co.uk:
'Come in, over.' - Alex Haddow Mendes
'Bethmoora', based on Bethmoora (1910) by Lord Dunsany - Saia Winterson
'Space in Time' - William Butterworth
'Valley of the Kings' - Andrei Crimson


Horror Games suggested to me by friends for research purposes (Horror Games that made good use of their Environments):
  1. Little Nightmares
  2. Alien: Isolation
  3. Slender: The Eight Pages
  4. SOMA
  5. Dead Space
  6. Darkwood
  7. Inscryption
  8. The Last Door
  9. Inside The Backrooms
  10. Choo Choo Charles
  11. No-Snake Hotel

'BioLab' Update 2

Recently I have been attempting to follow a guide to making an FPS, which I shall link down below. https://www.kodeco.com/32435756-how-to-cr...