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: Lee, Jolly Yu See.
Other Authors: Kenneth Feinstein
Format: Final Year Project
Language:English
Published: 2013
Subjects:
Online Access:http://hdl.handle.net/10356/52357
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Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-52357
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spelling sg-ntu-dr.10356-523572019-12-10T13:27:47Z Traverse. Lee, Jolly Yu See. Kenneth Feinstein School of Art, Design and Media DRNTU::Visual arts and music::Media 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. Bachelor of Fine Arts 2013-05-06T05:12:01Z 2013-05-06T05:12:01Z 2013 2013 Final Year Project (FYP) http://hdl.handle.net/10356/52357 en Nanyang Technological University 28 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Visual arts and music::Media
spellingShingle DRNTU::Visual arts and music::Media
Lee, Jolly Yu See.
Traverse.
description 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.
author2 Kenneth Feinstein
author_facet Kenneth Feinstein
Lee, Jolly Yu See.
format Final Year Project
author Lee, Jolly Yu See.
author_sort Lee, Jolly Yu See.
title Traverse.
title_short Traverse.
title_full Traverse.
title_fullStr Traverse.
title_full_unstemmed Traverse.
title_sort traverse.
publishDate 2013
url http://hdl.handle.net/10356/52357
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