Game Log 1: Experience
Hello log
1. Ideation Wheel & Capture cards
We very quickly started from the philosophical room. The more abstract and artistic approach attracted us all.
Cultural heritage: Philosophy.
Game format: Since we weren't given any analog tools we are sticking to a strictly digital product.
European value: Freedom.
2. Experience Methods
First method:
Name: Culture Safari
Outcome: We used this method to find a red line between the different photos, that also led us to our first game idea, that is described later.
We don't have a second method, because we didn't have time for it, since we just talked a lot about what idea we want
3. First Idea: Games though culture
a)
Culture room: Psychology room
Culture heritage: Psychology
Many of the paintings in the first part of the psychology room were very gloomy. It was very hard for us to decide a specific painting to use as a single source of inspiration. Instead we learnt what we could from the experts, and took a much wider approach when finding our inspiration for our game.
Instead we took the general mood of the room as our main inspiration. One of the artists we found very interesting was Hammershøi. His empty rooms in his created an eerie feeling that we would like to capture in our game.
b)
Since we weren't given any analog tools we are sticking to a strictly digital product.
c)
The Artist: There's lots of room for effecting the player emotionally via the visual artstyle and colors. Like how you normally use dark rooms and spaces for horror games :P Visuals can even help the player to understand or follow certain directions/paths.
The Storyteller: With the story and our culture heritage, psychology, we need to be more expressive in our story, to really make some feeling in the player.
The Designer: As the designer we need to make the game around our culture heritage that is psychology.
The Crafter: We will use it in the game project in a way to maximize the eeriness and comfortable feelings. This is done with stuff like shaders that makes small distortions, sound design and other stuff.
4. First Idea: Games for Culture
Humans have become very comfortable in general. We have become very afraid of feeling feelings. Both positive and negative. Our game puts the player directly inn an uncomfortable situation. A certain eeriness that you would instinctively try to run away from. In trying so you only make it worse. Only by acceptance or going straight on can you overcome the discomfort.
Get Roomination
Roomination
A game experience made with inspiration of the artist Hammershøj
Status | Released |
Authors | Soren Saket, Zhosi, Oscar Rützou |
Tags | Game Jam, Indie, Short |
More posts
- Game Log 4: CreateFeb 03, 2024
- Game Log 2: PlayFeb 03, 2024
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