As the first sprint comes to an end, it's clear that this week was a slow one. Not having met our client yet has left our direction as a team a little vague at the moment. We know our genre, horror, but that's all we have to work with for the moment. Even if it is vague, that doesn't mean our team is not doing anything. I've already taken the liberty of looking through a few GDC talks and watching over one of them, Building Fear in Alien: Isolation by the creative director of the game. As for the notes that I took down, there were a few that I found notable. -The world is a key component to the believability in horror
-Whiteboxing technically worked for testing levels, but was not scary
-Adding Immersion, Atmosphere, and Sound while testing was crucial
-When prototyping, make sure that theory becomes reality fast!
Something I found really interesting too was that when developing this game, they wanted the Alien to act unpredictably, and to react to only sight and sound so that even they could never predict what the Alien would be doing at any one time.
The next GDC talk I plan to watch is on Soma, a game I do not know much about, so I hope to see a different perspective on the use of horror in that game.
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