Mad Max captures what postapocalytpic settings are all about probably in the best way. Scarce resources that serve as plot points and personal motivators, haphazardly and precariously contructed vehicles and shelters and the vast, uninhabited land that is contrary to our understading of biodiversity. I have selected those few frames, to ilustrate my ideas and…
Category: worldbuilding
Visual Context – Elysium
In Elysium, the cities are not abandoned, by they are dilapidated. The people are still living in them but their life is a constant struggle, desperation and primitive in a way. I would take those two things and use them apart from one another. First, the cities themsleves. They are amaizing in their shape. Partially…
Visual context – Blade Runner 2049
Blade Runner portrays the rural areas with a dark, grey pallete. It evokes a sense of loss, loss of greenery and life. Specifically the white tree, leafless and lifeless is a great example of how I imagine the Otherworld to look like. It should not be exactly like this. The memory of previous life, previous…
Week 6 – Putting it all together (part 1)
This is the collection of mindmaps and documents that I have gathered throught the weeks I have been working on my project. First off, we start with the first ever mindmap which established the title and the core questions I wanted to ask in the game. It highligthed one of the pillars of my design…
Week 4 – Character workshop
When we tell stories, we need a good conduit, and that conduit is very likely to be a character. Throughout the week I have been focusing my ideation process of coming up with the very best, central person that can take the stage and be a vehicle for the player to engage with the world….