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Horror Atmosphere Part 1

Now I would like to talk about, designing horror.
Here is a basic breakdown on horror techniques.
Basics Tips and Concepts to Keep in Mind as You Make Your Horror Film

This part I will be focusing on the Layout of the game.
The game is PT Demo Mix with Affected.
Player will be stuck in a loop and each loop there is objective player need to complete to progress. The Objective could opening the door and pick up a object in a particular room, or there a sequence of triggers the player have to follow to complete the game. For more detail, do contact me.

The idea for the game, is that all ages should be able to pick it up and play. I like this approach as the young and old would not be leafed out. I design games primary for all ages. The controls must be simple and intuitive for player to use. The objective and game play must be visible clear and accomplished by many [need my play-test sessions.]. However, do to it being a horror game, player below 12 are not advisable to play.

The game will about a player being trapped in floor of a mental asylum at night and the fears the player awoke from it. I will not post the narrative of the game unless ask. Do contact me if you want more info on that.

As Promise, I would talk about Pt Demo. When I came out, it generated a lot of buzz. Player believe finale after along time, worthy horror game have came to the market.

And this is why. Below are 2 videos demonstrating why Pt Works and what other games lack.
Extra Credits - Horror That Lingers - How the Uncanny Instills Fear
And
Extra Credits - Shiver with Anticipation - How Horror Games Create Tension Cycles

Pt works before of few things,

  1. Atmosphere
  2. Anticipation of Fear 
  3. Strong Pacing [Tension and Release]
My document last Horror post, explain more about why this is important.
For PT, this link show more specifically the design elements of the game. 
A this link show the loop system in more detail

When you are reading this, you should probable know, PT have been remove from the PSN Store. I bring good news this guy deconstructed the game. This is particularly good for 2 things. One, you get to play the game to closes to what the original developer wanted the experience to be and Two, you get to see how one deconstruction a game.

I also watch The Shinning . This film is voted one of best horror movies. Its worth the watch. But it for 18 and older. Kids, wait your turn.
Stanley Kubrick, the director really understand what is physiological horror. How to design it and executed into the film. When I watch it, there is some times, my hair stands up for no particular reason. This means, some subconsciously in the film got to me.  Here is the corridor scene where I took reference for the games layout.


Here is the films, Hotel layout. More particularly the corridor.


Using reference from the Films and the games I mention and also many I came out with this layout and this perimeters. 




    1. Claustrophobic environment

      1. Narrow Corridors
      2. Tight spaced rooms
      3. Limited lighting
      4. 90 degree angles.
      5. Height of room is close to player height
    2. Ghost

      1. The timing, pacing of the ghost
        1. Glimpses of a rough shadow
        2. To a moving shadows
        3. To a more visible look at the ghost, moving but player is away from it
        4. To ghost coming straight to the player, chasing it.
    3. Sound

      1. Mixture of Discord, unnerving music, when something appears or high tension situation
      2. To constant dreadful, eerie bgm mix with the ambient sound to make players feel uncomfortable
    4. Environment Triggers

      1. Doors open and closing by itself
      2. Gas pipes bursting out
      3. Lights sparking, fused out
      4. Blinking lights
      5. Emergency / warning lights suddenly triggering
    5. Narrative

      1. Act 1
        1. Mystery, Ambiguity
        2. Build up tension, fear, anxiety
      2. Act 2
        1. Question, who is that girl.
        2. Solving the puzzle.
        3. Learning more about the girl after each attack or fear from the girl and also after solving puzzle to escape.
      3. Act 3
        1. Finding out the mystery.
        2. Facing the girl at end and escaping the place for good.


That it for this week, next week I will post on the other part of atmosphere which are the lighting, mise en scene for horror. And what are the common design choices people make when developing a horror game and movie.

Till Then,
Cheers.

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