Market Research
The market research for PARANOIA will be important, because in order for a game to be popular it has to resonate with its target demographic. My demographic will be fans of horror, and will probably skew younger at people in 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

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

Panopticons
The word “panopticon” comes from the Greek “panoptes”, meaning “all-seeing”. Similarly, a panopticon building is designed such that one person can view every other person in the building. The original idea for my game came from the idea of a READ MORE

Scopophobia
Scopophobia is the intense fear of being watched, scrutinized, and judged – a social fear that stems from the human need to bond to other pack creatures, because without them we are in more danger. The anxiety is intense, often READ MORE

Horror Media Analysis
My idea admittedly did not come from a vaccuum, but rather is a mishmash of different horror media that has affected me over the years – as well as a few other elements thrown in. To make the best game READ MORE