So we got into our comfortable group of four today and basically just swapped some ideas around, going through each of us 1 by 1 just relaying our projections, ideas and concepts for the project back to the group. However quite coincidentally and awesomely mind you, after the ideas from everyone were given, they all had a very similar theme. The theme of a lab, a spaceship, a room in an futuristic aircraft that would set the scene of an experiment, an analysis, a test gone wrong! what have you? The point being, some awesome futuristic designs, some blood, some science, some experiment in a test capsule gone awry. We essentially wanted to make a crime scene on a spacecraft, like an empty room in an Alien game after the Alien has gone berserk on the crew and there’s “Blood everywhere” to quote Niamh… “there’s got to be blood..”
Will we be able to do it the way I imagine it “perfectly” in my head? God I hope so. All week I had been jotting down ideas, names and scenes in games that I remember. HOWEVER, I lost my ffffft- bloody notebook. So I had to buy a new one to jot down in one day how much of the stuff over the week I had written down. And I’m certain I only remembered about 55% of what I had written.
I began with looking for some sweet sweet inspiration, scrolling through pages of Bioshock “environmental concepts”, game walkthroughs, and even dipping in to some games to live in their worlds for a while, hoping to soak in all the knowledge and inspiration of the gaming industry.
Replaying a bit of Batman Arkham City, Bioshock 2 and some Alien Isolation, as well just to see if I could notice any tips or tricks to filling out a room with random “fixtures” that look important but are rather just “random spheres and polygons” stuck to the wall.
Ima take it a game at a time here, starting with the multiple award winning Bioshock, a masterpiece of gaming! And a game that stuck with me so hard it’s strongly what I wished to build my 2nd year environment project on. BioShock is set in 1960 in the underwater city of Rapture; Rapture was planned and constructed in the 1940s by a man whom wanted to create a utopia for society’s elite to flourish outside of government control.
Concept pieces from artists;
BOB MACNEIL
- Creative Director at Playstudios
- Mill Valley, CA, United States of America
ERIC HUANG
- 3D Character Artist at Scarlet city studios
Notice the blood, the bodies, the besmirched environment, the shadows, the artificial light that only shines threw the windows, the steampunky, future technology with the 19th century aesthetic inspired designs. THIS… is what we wanted to go for.
We also took a look Dead Space, dead space came to mind after Niamh implied that we could perhaps have a monster, a creature, “an experiment gone awry” that could have went on some sort of rampage after being artificially created and experimented on in a lab. This was the basis of our narrative for the environment. We don’t want to create a room, a bedroom say, and be like “this is our bedroom, its a bedroom, it looks like a bedroom… we have modelled the bedroom to perfection”. No thank you. BORINGGG. We wanted someone to look at the environment we created and think to themselves “…something just went down here” To take the mouse into there hand and take a wee gander around what we made to inspect our room. We want to prompt our audience into imagining what they think might have happened. A surge of flashing images that fill in the gaps of our “suggested narrative” if you will.
Deadspace (2008) is a third-person survial horror game. The player takes on the role of an engineer named Isaac Clarke, who battles the polymorphic undead species called the “Necromorphs” on board a stricken interstellar mining ship. A perfect reference to inspire some gruesome bloody and chilling environments that make you feel uneasy, alone and never alone at the same time!
Above are some concepts from freelance artist and illustrator Jason Courtney as well as some stills from the game.
By just looking at the images you can already sense the “chilling, dangerous, lonely environment” feels. Great inspiration for what we are trying to create. Again most of the light is just non consistent white artificial lights that barely line the corridors. The blood spills out from the door ways to provoke a sense of endangerment and reluctancy to enter the room. Alerting the classical question of “What the hells in there?”
The absurdly giant generators that you assume powers the entire ship, the ominous red and white glows of light that consume the entire corridor, so much so that you can’t see what’s at the end, even as you stare directly into the scary abyss. The ambient smoke and steam that the spacecraft emits, the blood writing on the walls that warn the next unfortunate victim. Again, all things that we wanted to include in our environment.