Traverse.
This report provides an insight to the creative process of a free floating experiential game named Traverse. Being an aesthetically driven game, it will be important to note that there were specific design choices made to aid this intention. Mood and emotion became the main focus during the conceptu...
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Main Author: | |
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Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2013
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Subjects: | |
Online Access: | http://hdl.handle.net/10356/52357 |
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Institution: | Nanyang Technological University |
Language: | English |
Summary: | This report provides an insight to the creative process of a free floating experiential game named Traverse. Being an aesthetically driven game, it will be important to note that there were specific design choices made to aid this intention. Mood and emotion became the main focus during the conceptual stages.
Art assets were abstracted to intentionally draw away from the mainstream. The heads up display was fused with the character designs so as to keep the screen uncluttered. Nonetheless, game design was not secondary during the production period. There was an implementation of a ‘no death’ state that removed the punishment of restarting. Every design decision was intentionally made to maintain the goals that April and I aimed toward. |
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