Nintendo 64 Controller

Thursday 22 October 2015

Winter Project

This is a short storyboard explaining my initial intentions for my gameplay. The player begins in an abandoned post-apocalyptic testing cell where they will have the opportunity to get to grips with the core gameplay. I've chosen this uninviting location as an ironic beginning to my game as it will most likely be the safest area they come across throughout the narrative. My triggered events will involve opening cell doors, picking up of a radio and power keys in order for the lift mechanism to activate.

Below is a moodboard showing reference of prisons and testing facilities as I want my level to portray a mix of both, also my first attempt at building my level in maya. Using a "life sized" cube as a guide to creating a more realistic space. I don't like the squareness of my scene as it does not have a futuristic feel to it. To achieve this I am going to re-map my level, exaggerating its key features i.e the elevator pod, testing area and prison cells.   


Friday 2 October 2015

[Pilot Post] Sensationalism

The Sensationalist art movement was established in 1997 by members of the YBA (Young British Artists) including artists such as Damien Hirst and Tracey Emin. The movement involves artwork which has bold and controversial meaning.

 (Tracey Emin's "Everyone I have ever slept with."1963-1995. Google Images.)

The picture above shows Tracey Emin's tent named "Everyone I've ever slept with." which may give some the impression she is a woman who sleeps around a lot, however her intentions were to display the names of everyone she has shared a bed with including friends and family. This bold statement intends to arguably highlight the judgmental nature of the media and society.

Video-games tend to also receive some negative feedback from the media and general public whether it's the size of Lara croft's breasts or the realistic violent content of the newest GTA. I believe it's important to have a strong message within videogames however as they tend to be picked on for their content often games producers should be aware of possible media backlash.