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Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute). Ian Milham Dead Space Art Director. Lullabye Trailer. Outline. Where we started Horror vs. Sci-Fi What We Did Color and Lighting User Interface Environment Design Player Character
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Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute) Ian Milham Dead Space Art Director
Outline • Where we started • Horror vs. Sci-Fi • What We Did • Color and Lighting • User Interface • Environment Design • Player Character • Weapon Design • Enemies • What Went Right / What Went Wrong • Work-in-Progress Examples • Q&A
Create new survival horror franchise (not a lot of competition compared to market, EA had none) • 85 Metacritic • Don’t get cancelled and screw up new I.P. green lights for others DEAD SPACE GOALS (JAN ‘06)
Risk tolerance already maxed out before starting: • New IP vs. Simpsons, Lord of the Rings, Godfather • Small Team • Almost No engine when we started • Stylization works against horror LET’S NOT GET FANCY
HORROR VS. SCI-FI ACTION HORROR (Little Competition) Slow Movement, Exploration Less Combat, More Lethal Environmental Storytelling More Mystery Fragile Everyman Player SCI-FI ACTION (Tons of Competition) Fast Movement Frequent Combat, Less Lethal Action Storytelling More Explicit Superheroic Ass Kicker ALWAYS EMPHASIZE HORROR!
keys to horror art direction Accessible, Believable, and Relatable • Games already a step behind film “reality” • Not too many logic leaps required • Easy to relate to • Keep magic tech to a minimum (No Lasers or force fields) Immersive • Once we’ve got them, don’t let go • Don’t remind them it’s just a game Must Move Away from Sci-Fi Action!
RIGHT, SOUNDS EASY ENOUGH “ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE” • Color and Lighting • User Interface • Environment Design • Player Character • Weapon Design • Enemies
RIGHT, SOUNDS EASY ENOUGH “ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE” • COLOR AND LIGHTING • User Interface • Environment Design • Player Character • Weapon Design • Enemies
RIGHT, SOUNDS EASY ENOUGH “ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE” • Color and Lighting • USER INTERFACE • Environment Design • Player Character • Weapon Design • Enemies
WHY WE HAVE NO HUD Typical game HUD elements were found to work against horror. It killed our believability and immersion. Scary! Not Scary!
RIGHT, SOUNDS EASY ENOUGH “ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE” • Color and Lighting • User Interface • ENVIRONMENT DESIGN • Player Character • Weapon Design • Enemies