Week 9 Reading

Diegetic UI – Realistic, or Distracting? – Extra Credits (2020) During the mid-2000’s, games were obsessed with total immersion – but onscreen UI got in the way, as floating boxes denoting health and inventory wasn’t realistic. During E3 showcases, game READ MORE

Week 6 Reading

The Rise of the Systemic Game – The Game Maker’s Toolkit (2019) A systemic game means there is a a link between all the systems in the game, developed and designs so that they influence each other. There has been READ MORE

Week 5 Reading

Play: The Stabley Parable The Stanley Parable is a very narrative-focused game in which you, the player, have to be guided to the end of the supposedly linear story by the narrator. However, along the way you can defy the READ MORE

Week 4 Reading

Watch: Kill the Hero, Save the (Narrative) World – Hannah Nicklin (2020) In this presentation, Nicklin highlights the importance of the ensemble cast over that of the hero in videogames, arguinig that a “hero” character who can do no wrong READ MORE

Week 10!!!

For week 10 we worked on pitching and communicating our GDD’s. We will be repitching ideas with revised ideas in a more communicative and relaxed manner. Components: Videogame Movie Club: The Super Mario Bros. Movie (1993) The Super Mario Bros. READ MORE

Market

PARANOIA is targeted towards 18-35 year-olds for whom videogames are a hobby. This demographic are consumers of all media types, with social media networks being used the most frequently – Facebook, Youtube, and Instagram are the top 3 platforms used READ MORE

Game Pillars

PARANOIA Game Pillars: These 3 pillars should underpin the main emotional reaction I’m trying to get from players: a feeling of constant paranoia over whether or not you are currently being seen.

Levels

Overview PARANOIA is a 3-act game where every phase affects the next. New players will feel the authentic horror of realising this, while returning players can employ a level of strategy in knowing and working around it – this way READ MORE