Information

Crimson

Description

As a part of an "Art Direction" course, I got to partly direct and develop my original vision of a short experience where the intention was to create an increasingly overwhelming sense of scale in an unknown environment.

Case

Collaborators

Yuting Chen

Frederik Bottrup Kantner

Jonas Juhlert

Yana Yun Lin

Skills

Game Direction

Game Design

Project

Connection

Core to the experience I had envisioned for the project was a close connection between the player and the main character. To accomplish this, I implemented an inverse kinematic system, which in combination with the motion capture I had recorded, created a tangible connection between character and environment.

Pacing

The production time was roughly 4 weeks of continuous work, which meant I had to reasonably scope the project around this timeframe. In the first section of the game, the player is lost in a snow storm. This section plays a couple of crutial roles. Firstly, it allows the player get familiar with the setting, movement and controls of the game. It also introduces a main mechanic in the compass, which leads to player during the entire experience. Lastly, it achieves the goal of overwhelming the player and creating contrast with the next quiet, but still overwhelming interior section.

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