Overview

PARANOIA is a 3D stealth survival game set in a Panopticon, where the player must try not to succumb to their own stress in trying not to be seen. Inspired by Five Nights at Freddy’s, Metal Gear Solid, and Portal, READ MORE

Week 6!!!!!!

For Week 6 we studied gameplay and game systems. What makes a good game loop? When creating a game loop, I must ask what the player’s goal is at the moment, and what feedback will help them towards that goal. READ MORE

Week 5!!!!!

For our fifth week we looked at narratives in games, and how to translate a narrative onto something as flexible and interactive as a game. Some games, particularly older ones such as Space Invaders, appear not to have a narrative READ MORE

Week 4!!!!

Week 4 was about Character Design, which I haven’t given much (re: any) thought to so far, being more focused on gameplay and environment. To be frank I don’t even have a concept of a character. How do you make READ MORE

Brutalism

Widely-used brutalism originated in 1950’s and 60’s Britain, used by two architects Peter and Alison Smithson, although it was used much earlier in the work of Le Corbusier in the late 40’s with Unité d’Habitation in Marseilles. Brutalism as a READ MORE

Retro Futurism

Retro-Futurism is an aesthetic founded on what ideas felt futuristic to a past society, which can mean both people in the past looking forward, and also us looking back and incorporating a mix of that old-fashioned life with modern features READ MORE

Week 2!!

In Week 2 we looked at game spaces and worldbuilding to flesh out our Week 1 ideas. A gameworld is a dynamic system of interconnected and indepedant variables. As Jorgenson puts it, “Gameworlds are world representations designed with a particular READ MORE

Prison Design

The deformed is always inharmonious with the divine, and the beautiful harmonious.” – Socrates This quote comes from a belief that exposure to beauty will improve us, and ugliness will degrade us, or that ugliness is a punishment. Even today, READ MORE