Blog Post #4: Open Topic Lighting and Composition in Alien: Isolation This blog post focusses on lighting and composition in the first person survival horror Alien: Isolation (SEGA, 2014), that is based around the Alien movie franchise. Since the game is based on the horror genre the lighting scheme is quite dark and ominous, […]Read more "Blog Post #4 Open Topic: Lighting and Composition in Alien: Isolation"
World Design Blog #3: Abstract Worlds This blog post compares and contrasts the video games Kairo (Locked Door Puzzle, 2012) and Memory of a Broken Dimension (XRA, 2017), also discussing how these are an example of abstraction in games. Kiaro (Locked Door Puzzle, 2012) Kairo is quite a simple game where the player walks though […]Read more "World Design Blog #3: Abstract Worlds"
Blog Post #2 Redesign Rainbows End Thought Process/Idea This theme park is based on Greek mythology with one part of the park being Olympus and the other being the underworld. The right hand side of the map is Olympus and the other side is the underworld. The shopping area and food court are placed close […]Read more "Blog Post #2 Redesign Rainbows End"
Player Navigation in BioShock BioShock (2K Games, 2007) uses numerous ways to guide the player though the game without directly telling them. The game uses great utilisation of environmental cues and clever level design. For example, in the first sequence of the game the player survives a plane crash into the ocean and first thing […]Read more "Blog Post #1 Player Navigation In BioShock"
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