4/1/2024 0 Comments The talos principle wood doors![]() It is often positioned so the player is in the lower third of the screen. One of the cool things is how the camera is used. The concrete they are made of helps the dystopian narrative, as this material, coupled with blocky forms, is now identified as such in popular culture. Most of the built spaces are dark and blocky structures. Fog is also used in open area, which creates depth and infiniteness in the environment. ![]() The same technique is used in forests environments, with trees that never end. Tall buildings and structures, without any visible ceilings, make the spaces look infinite and powerful. Besides of mechanics, and gamefeel, the environment participates greatly to this feeling. In the world of Inside, the player is a small and vulnerable child. Danish developers Playdead use spaces, forms and cameras, to make one feel small and insignificant in Inside. Level Design can be meaningfully use to create feelings.
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