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Reflective journal post Hons:
To start the project I researched many horror games of different genres ranging from, survival horror psychological horror and action horror in the hopes to gain some incite in to what makes a good horror game, this train of thought however was rather stilted and I expanded my horizons to horror outside of games and even outside of the horror genre, such as surrealism in both art and film. I studied things such as epidemics, cults, cannibalism and other elements that human being have been horrified by. Through this study of the paranormal and scientific lenses of horror I came to a conclusion that horror is both subjective in some regards, for example a fear of clowns or spiders to the common and instinctive fear present in every human being on earth. The fear of the unknown. This idea can range from the mundane such as a strange noise heard out of site to the idea of being watched by some entity that you do not know. I also studied the architecture of each genres parent era, for Gothic the 1800's, eldritch the 20's and 30's. This would help me greatly in creating an environment suited towards the era and the setting I wanted to convey.

The man who invented eldritch horror Howard Phillips lovecraft
More research was put in to the project in search of ways of promoting unease within the player, discomfort not terror or fear. To this end I looked at surrealist films and other media such as the city of lost children, Twin peaks and Dark city to name a few. Another avenue taken inspired by surrealism was dreams, absurd things can occur within a dream and a person can accept the events as if they where every day circumstance, and this would eventually come to be apart of the game as the character would often attempt to pass over odd events entirely and then slowly blame it upon a dream or nightmare to explain the events happening around him.
The second part of the project was forging the narrative which would persist throughout the rest of the project through feed back and continuous research done based upon the feedback given. The narrative originally featured a plague stricken town within the early 1900s and slowly moved toward a smaller environment of a house. The narrative changed within the home from being a eldritch horror game based upon the home trying to consume the occupants mind to expand it's presence across time and space, to a simpler narrative. A man and his failings that have haunted him all his life, this choice was based upon the research of explorers in the late 1800's to the 20's as they mapped out the world and the things they saw. It would show a man's pride, kill his friends in a expedition and force him to commit the act of cannibalism to survive. He wouldn't be haunted by their spirits or by any artefacts he brought back, he would be haunted by guilt; this idea came about whilst reading the tell tale heart as I was stuck for an “enemy” to haunt the character and in the end settled upon making the character haunt himself.

The main inspiration behind the narrative Edgar Allan poe
The third part of the research was creating the models and area for the level which was a simple process that was thankfully uneventful which allowed me to create a full kit within a short amount of time. Creating the textures was the more tricky process, creating portraits using donated faces from class mates and creating the wall paper were the two trickiest things that had to be done for the project, mainly due it being the first time I had created a tillable texture and due to having to try and make the portraits look natural which I think I did reasonably well. The kit was built to represent a small Victorian era home but with 1920's features such as radios, art deco decorations etc.

Victorian era architecture
Creating sound effects was another stage of project that was tricky yet thankfully rather easy. Most sound effects where open source sounds edited to fit certain areas. For example door noises and other home like sounds other sounds like radio static where generated in audacity or recorded off an actual radio. The musical outro for the game was made via a garbage shoot and a lot of audio editing using tools like paulstretch and reverb and echo to edit the sound thoroughly. Audio also had to be spacialized and be formed within the level to be three dimensional and have different volumes depending on the nature of the noise, for example all ambient noise within engine is locked at 0.5 volume so that it has a lower volume than other sounds and the cue placed within the environment in and given a fade distance so that players would hear the sound the louder they got to the centre of the source of the noise. Voice work had to be brought to a 0.75 volume and be played at player locations rather than an area.
The final stage was packaging and creating the small doc, the game could be transferred to an exe, luckily everything was fine and the game could be packaged. The doc detailed environment, narrative, controls and engine and the target audience. This was then uploaded to the blog with all other important elements and handed in.
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Common trope research post
Common Horror Tropes:
In this research post I will look to see if the common tropes of horror and how they can effect the horror genre as a whole. It should be noted a trope is not necessarily a bad thing, however it can be used poorly and can be considered a hindrance to the genre.
Jump scares:
Jump scares within the horror genre are looked at in multiple ways; the negative way would be seeing these events as fabricated feeling events. Using a musical spike/loud noise to force the viewer/player in to jumping at said noise can be more annoying than scary as it can sometimes remove the player/viewer from the immersion of the event and remind them they are partaking in a form of media. However on the flip side using a settings environment of antagonist to provide the scare can be done very well as it keeps the participant of the media invested within the world and helps immerse them further, especially if using the environment as it can help the participant feel like they are within the area they are being placed in.
Gore:
Gore is one of the more controversial elements to the horror genre as it can depict unnervingly accurate images of dismemberment and other mostly brutal forms of death. However this is not what makes it seen as a negative element to horror, mostly gore can be seen as a lazy way to frighten/disgust audiences. Gore became so prevalent that it has become an integral part of a few genres of horror such as Hammer Horror. However the use of gore has also spawned films such as Saw the original being well received for its use of gore in gut wrenching scenes but would then later be criticized as little more than “torture porn”
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Poe, Gothic horror and Ghost tales Hons research
As my narrative has developed heavy inspiration has come through very strongly from my initial research in to Gothic Horror. Looking and stories such as Mary Shelly's Frankenstein, and Bram stokers Dracula to mention the popular few for inspiration in how the environment treats the player, such as doors opening without the player moving them. Looking at early 30 films and silent films that used the previously mentioned titles as inspiration to create the movies. This effected the design of the level for it's borrowing of Victorian and 1920's-30's era visually. A note about the choice in the wallpapers pattern of the spiral takes inspiration from the phrase spiralling out of control and the Japanese film the spiral that uses spirals to signify the horror of losing oneself and spiralling out of control.
Edgar Allan Poe was also a very present and constant inspiration for the narrative, being inspired by Poes stories such as the the tell tale heart and the raven have ever present and growing presences within the story and inspire more and more unease within the antagonist and that is something I wanted to capture, unease. Not dread and fear but constant discomfort and unease about their surroundings. With the tell tale hear the inspiration came from the regret and guilt woven in to this character which is something I wanted to give to the character in my game to give him a deep and buried secret. The inspiration from ghost tales is a simple one using things such as objects moving, disembodied voices and other spectral paranormal events that occur within the world, however the over all feel the game is given is a nightmare like state as if the player is sleeping which was a accidental development overtime after studying sleep paralysis and sleep deprivation based illusions which some sceptics to link to paranormal activity.
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XB3002 Reflectivejournal
The beginning of Xb3002 started off the research that my journal looked in to. I researched in to numerous companies recording the historical artifacts of the world in 3d to be added to digital libraries. This is done to maintain the sites long after they have faded due to any number of threats such as war, weather and lack of funds. These companies such a Cyrak tend to be funded by the EU or other large organisations focused on preserving man's history on earth across the globe which is a massively expensive undertaking that requires millions of people to maintain. The works of Cyark and other such companies are a cheaper means of maintaining this information about our history beyond the company and artifacts life which makes it an incredibly important undertaking.
The other element of research that was taken was using virtual reality within education and its effect upon the field of learning. Considering companies such as google are offering educational vr program for students and classrooms for free, to not only make themselves a staple of educational technology it is to also allow for their vr creation kit to be used from an early age for students to create more educational programs via the vr. The virtual reality experience allows for a lot of different learning experiences, travelling to a lot of different places and times which conventional teaching simply cannot do. This along with other things such as gamification can make learning fun and when a learner has fun they often retain more information about the subject they where partaking in, which is really the goal of education.
For the game idea itself I looked at a lot of Manchester history and ways to represent its greatest moments in history, both in significance and in impact on modern society which brought me to the murals. The murals are series of painting my Ford Maddox Brown who rendered Manchester crucial moments in history in to oil painting that where placed in to the town hall to be viewed by the citizens of Manchester. These where the basis of my idea for how the player could explore history, a gallery through time and space that could take the player anywhere in Manchester's history. Going off the murals for important time line events was also useful such as the integration of the Flemish within Manchester's industry, the defense of Manchester and other murals would be the basis for the environments players would explore, expressing narrative via colour was another option for the game I looked at; using the colour to represent the feeling in an environment such as sickly greens and dark blacks within a Victorian era to represent smog.
Puzzles and events where a massive end to engineering the game idea, using puzzles that visually tie to the narrative and have events that would engage the player with information about the area they are in. This is something that I have tried to represent in the doc by citing a conveyor belt within a Victorian factory breaking down and making gears line up to make the belt work again. The event leading to this was the player finding a vase dropping it and smashing the vase the company name on the bottom of the vase, the player looks up to find themselves outside the factory itself. Things like this would leave an impression upon a player and would hopefully let them retain that information.
The final part of the process was forming the doc itself, implementing all the research and forming a visual identity for the game itself which will allow the reader to understand the game I am trying to convey to the reader. I think I have done a reasonable job and all the research is well represented. The visual style of the game could have been represented better but I put this down to not using a tablet or drawing in nearly two years, however I will combat this by keeping my artistic muscles trained in future.
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XB3001 Reflective Journal post 7
Week 17-26
The final weeks of the project have been used toward writing and fine tuning the 8 page document and the journal taking in account all the changes that we took in on the project. It was also used to submit any and all models and art that where needed for the project’s completion. It was also used for a lot of redesigning certain levels and therefore resizing models, adding new models to the project before the art lock would commence. This was a very, hectic and busy period for us as a lot of my models where re-handed to me to be resized and in some cases are redone entirely however we managed to get everything resubmitted to the project and working to a excellent standard.
Assessment and evaluation
To put myself under review I think I have done a rather good job and creating the 3d assets within the game however I have lent in some cases heavily on Tom Brierley to help me with the cleaning process for the geometry and I feel lucky for having such an accommodating teammate. My attitude toward the project has been overall very positive in me and my team mate’s opinion, diving in to counter any problems that arise within the 3d department. To revise the work itself, the work is to a good standard however I feel that I can and have improved due to the guidance from Tom and numerous other members of third year. A lot of the problems with my modelling process are that I often find myself revisiting models which can lead to the process being extended or I revisit a model due to missing mistakes within the process which still lengthens the process. To improve I've simply taken more time in the modelling process to reduce the mistakes and will continue to do this in the future.
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Week 11-15
These weeks where set aside for cleaning and editing meshes in case of any errors, these weeks where used to do mostly extra models for ideas such as bell towers and other items that may or may not make it in to the final edit, this was due to wanting to make areas of the level have certain focal points and other visually interesting items for the player to see as they advanced through the level. However the time allotted toward cleaning meshes was used to the fullest in cleaning the meshes I had worked on throughout the project and resubmitted them to the team for re-importing in to the engine.
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Week 13-16
Continuing the modelling process of adding to the kits for the medieval level, the most recent additions where a varied amount of platforms based upon different level areas. Using previous models as inspiration and the descriptions and concepts of the different areas of the medieval level platforms where made according to the different sections, for example broken down platforms are placed within the dungeon area which is a more rundown area due to it being a unpleasant area of the castle so this was going to be reflected visually in the props. Again I struggled cleaning up the geometry to create an even lower poly mesh and with the help of Thomas Brierley yet again the mesh was cleaned up and textured then exported to engine. The images showed display the meshes with the cleaned geometry. Each model has similarities that tie them together to the same environment with weathering defining their location within the map as previously mentioned.
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Week 9-12
The modelling process for the project has been continuous and challenging process due to trying to make a visually interesting and consistent environment that the player could enter a new visually distinct area that still ties in with the aesthetics of the level as a whole. Another element to the challenge was making visually interesting models while keeping the poly count low. The environment additions to the new kit was a variety of bridges, the bridges where based on different areas of the medieval level, the wooden bridges being geared to more inhabited areas while the broken down stone platforms where created for the dungeon area. Some other elements such as a drawbridge and its gears where also made but due to level redesigns may not make it in to the game. The second wave of models where a challenge due to the ideas I had based off concepts from Caoimhe where rather grandiose and in many iterations didn't fit the visual style of the game and the other problem was related to the consistent redesigns started to put me behind in making other models for the project. However when these models where done and with the help of Thomas Brierley I was able to clean the geometry of the models to create an even lower poly kit. Below is an example of the models within the map.
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Reflective Journal post 3
Week 4-8
The modelling process started with the creation of the first kit based upon Caoimhe initial castle concepts. The aim of the first kit was to be able to create a small test level that could test all the mechanics and then later be used in other sections of levels yet to be made. The primary focus was to create castle corridors, windows, floors and other elements that go toward creating a medieval environment. The modelling process was a simple process for the initial kit, as it didn't require much and texturing the kit was a very simple affair as the UV map could overlap due to the in engine work that would be able to create a light map for each model. Below are models implemented in to the first kit in engine for the tutorial level and the concepts by Caoimhe that would go on to inspire them. This would also influence future designs.
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XB3001 Reflective journal post 2
Week 1-3
The start of the project was used to build up a big surplus of visual research to gain an idea of not only the look that we wanted to achieve but the historical periods we wanted to represent and edit to fit the style we selected. This was done by me, Zach and Caoimhe to create a visual vault of what we were aiming for. Each mood board would be relevant to each role we fulfilled with my own mood board taking on a more architectural appearance in comparison to Zachs whose board was a prop based board. We chose early on a medieval setting for the level we would create for the game; as a result a lot of the mood board was created to show different castles, dungeons and other typically medieval or fantasy settings. A lot the elements of the board I made where side scrolling and top down games, trying to get the idea of how modelers create models for third person perspective based games, this was done so I could get an idea on what would need to be modeled and what could simply be left unmade and would go on to assist in a lot of my future designs.
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XB3001 Reflective journal 1
Week 0
The pre project stage was focused on becoming familiar with our assigned roles, for example knowing what element of 3d each person would be tackling. Another element was creating a time table that will be adhering to throughout the project. We would also conduct research in to the ways teams communicate with each other and airing constructive criticism so that we could perform better with each other as a unit. We had also been looking at who we would work with the most, so that we could establish a good means of communication. I will be working most with Tom Brierley the level designer and Caoimhe Roddy the concept artist and I would like to hope I built a good rapport with both of these members of the team.
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Occult/Secret Societies:
The Victorian era was a time of change and thought, which was not nearly as restrained and christian as its reputation holds. It was a time when everyone was exploring the world around them, and sometimes, that meant looking at the world that could not be seen through mortal eyes. It saw the birth of a new idea known as Spiritualism, the popularity of seances and fortune-telling, and the creation of secret societies.
Why are they formed:
There are many reasons these societies are formed, most are created to control and push forward an agenda or study a form of spiritulism possibly beyond a legal point. Some societies however are formed to combat control and agendas for example The Fenian Brotherhood was an Irish nationalist organization dedicated to eradicating British rule in Ireland. Founded by John O’Mahony in 1858, the American-based group hoped to achieve its goals by invading and holding hostage British-occupied Canada in return for Ireland’s emancipation. As bizzare as their plan may sound today, this idea was not formed without thought. After all, the Brotherhood counted among its members thousands of men who had fought during the American Civil War and it had the financial support of tens of thousands of Irish immigrants. Equipped with military training the Fenians attacked Canada on three separate occasions in 1866, 1870 and 1871. It should be obviously noted that they did not succeed however. Each and every one of these organisations will follow its principles and its own goals no matter how abstract or bizzare they seem to outsiders and this is something I hope to show in my game.
Occult/Secret Societies roles in history and current times:
These sociesties have been ever present beyond their beginings in the victorian eram, having influence on people to this day. The greatest example of secret societies having an impact on world history is the Thule Society. This was a German occultist and völkisch group in Munich, named after a mythical northern country from Greek legend. The Society is notable chiefly as the organization that sponsored the Deutsche Arbeiterpartei, which was later transformed by Adolf Hitler into the National Socialist German Workers’ Party. There is no evidence that Hitler ever attended the Thule Society. But there was great support for Hitler in the society, most notably Rudolf Hess and Dietrich Eckart. The occultists believed Hitler to be the prophesied “redeemer of Germany”. They were Hitler’s first “disciples” and as such were crucial to his meteoric rise. Another not so secret, secret society is the Skull and Bones Society at Yale University was founded by William H Russell in 1832. Originally called the Eulogian Club, the Skull and Bones boasts many prominent heads of state most notably three presidents (at least), captains of industry, and heads of covert agencies among its members. The society meets twice a week for rituals that are purported to closely follow Masonic rites, but many claim the organization is really nothing more than a "glorified college fraternity".
How will this impact my game?
I would like to impliment a society within the area the player will explore with their influence being notable in the game world, whether it be through narrative or elements of the levels design for example portraits of the societies members, their emblem being on certain buildings etc.
Bibliography:
Crystalinkscom. (2015). Crystalinkscom. Retrieved 7 November, 2015, from http://www.crystalinks.com/vril.html
Crystalinkscom. (2015). Crystalinkscom. Retrieved 7 November, 2015, from http://www.crystalinks.com/thule.html
Vamsharecom. (2014). VamShare. Retrieved 7 November, 2015, from http://www.vamshare.com/historys-most-infamous-secret-societies/
4riecom. (2015). 4riecom. Retrieved 7 November, 2015, from http://www.4rie.com/rie 6.html
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Epidemic Research:
Intro:
In this post I will be looking in to how disease can impact on a society, how society has coped with disease and how communities of the past have projected their cultural beliefs on to epidemics. I will also be looking at how viral outbreaks can cause numerous kinds of fear, for example a fear of others who may or may not be infected.
Impact on society :
Society can be changed by many things, disease is one of the many things that have shaped cultures and brought them low. Disease is something human society has had to cope with since the dawn of civilization however our ways of dealing with epidemics in the sense of, curing and what we thought the cause of disease where have changed massivley throughout our societys evoloution.
Many societies had different ideas on what caused disease for example most Ancient Egyptians blamed evil spirits or angry gods. Although some Egyptian doctors had other ideas. They blamed blocked channels within the body, a theory that has echoes in other medical traditions, such as traditional Chinese medicine. Meanwhile In Ancient Greece Hippocrates proposed a theory about the body which centred on "humours", a concept which has contrasts elsewhere. This Greek medical philosophy eventually took root among Greece’s conquerors in Rome, from where the writings of Galen, a prominent Greek physician, surgeon and philosopher in the Roman empire resonated across much of the world and was influential for hundreds of years.
As empires rose then fell and cities became larger and larger the world was subject to colonisers and traders who all imported and exported disease. As citizens of a growing trading nation, thousands of British people became infected by numerous diseases including the infamous Black Death. However with the rise of empires and colonies came new medical research, for example a doctor by the name of Edward Jenner was an English country doctor who introduced the vaccine for smallpox. Discoveries such as this would lead to our modern medical practices. Prior to this however doctors where not the always considered the leading minds in combating plague and infection and common folk and the numerous institutions had their own ideas on how to solve epidemics.
Historical reaction to plague and epidemics:
Throughout history we have interpratated plagues and illness in many different ways not all of these have been correct however. As the East Roman Empire declined, an Islamic Empire expanded westwards. Muslim scholars collected, translated and supplemented classical Greek works as well as texts from India and Northern Africa. These texts were archived at the "House of Wisdom" in Baghdad and other centres of study. Emerging from the early medieval period, Europe remained unaware of much of this knowledge.
In Europe we gave death and plague many faces and causes from witch craft to gods wrath. Witch craft was blamed for many ills and plagues to the point where thousands of innocent women were tried and killed for performing witch craft. In some cases we even thought that the touch of royalty would cure illness with thousands presenting themselves to Charles II believing only his touch could cure them of 'king's evil'.
The practice of quarantine, as we understand it began during the 14th century in an effort to protect coastal cities from epidemics. Ships arriving in Venice from known infected ports were required to sit at anchor for 40 days before being allowed to land. When the United States was first established, little was done to prevent the importation of infectious diseases. Protection against imported diseases fell under local and state jurisdiction.
Bibliography
Sciencemuseumorguk. (2015). Sciencemuseumorguk. Retrieved 7 November, 2015, from http://www.sciencemuseum.org.uk/broughttolife/themes/diseases.aspx
Cdcgov. (2015). Cdcgov. Retrieved 7 November, 2015, from http://www.cdc.gov/quarantine/historyquarantine.html
Historyhomecouk. (2015). Historyhomecouk. Retrieved 7 November, 2015, from http://www.historyhome.co.uk/peel/p-health/cholera3.htm
Harvardedu. (2015). Harvardedu. Retrieved 7 November, 2015, from http://ocp.hul.harvard.edu/contagion/cholera.html
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Less Is More
Less is more?
Less is more a term used to express the view that a minimalistic approach to art/media or aesthetic matters is more effective. But what does it mean for the horror genre both in games and film?
How it applies itself to horror:
The less is more argument for horror does stick to the principals of the phrase in a way but does it a much more interesting way than the phrase implies, when confronted with horror such as Jason or any other slasher film the kills are gratuitous and over the top and for the most part seem to be there simply to disgust the viewer, this does have its place in horror it just doesn't scare people. The real fear viewers or players get from Horror is the build up, “what's waiting down the hall?”, “what is under the bed?” its the wait the suspense the player/viewers imagination that really makes any end result scary because they have built up their own fear with minimal input from the creator of the media. A professor at Brigham Young University Carl Sederholm teaches classes about American horror and monsters said this about horror “I think it's supposed to linger,” Sederholm said. “I think it needs to be subtle. I mean, ideally it needs to trigger in your mind the fear so that you are filling in the blanks. It's scarier to say ‘There might be something behind that door, but don't check.’ But you always check. So the walk down that hallway is scarier than even the creature standing in front of you, because when the creature is standing in front of you, you can start to process whatever you think that creature means."(Carl sederholm, Thursday, October 24, 2013) This in my opinion summaries perfectly that minimal interaction with your horror media's “villain” and more on the journey to the beat or monster is better for the participants experience it allows them to walk along this anxiety filled path through their own fear interacting with environment given to them in the case of horror games makes the player searching for a key or pass code in whatever environment you have placed them in to build up the tension because it is the implied scare coming for the and the implied coming of some monster is the biggest thing that will affect players and viewers.
Examples:
Below are the two of what I think are the best examples of horror that uses the less is more theory.
PT: P.T. is a first-person psychological survival horror video game directed by Hideo Kojima, developed by Kojima Productions, and published by Konami. Pt used a simple environment the first floor of a standard home as its location but this itself didn't make the game unique, what made the game unique was that whenever you left the environment you would simply go through the first door you entered and start again and every time you did the world around you would descend further and further in to a dirtier and more uncomfortable place. There was a madness in the repetition of moving from point A to point B in this game as it ramped up the disturbing sounds and imagery each time and this brought the tension to a boiling point and this would keep happening until you finally encountered the ghost lurking in the house with you and then start happening all over again.(Konamijp, 2015)

ALLISON ROAD:
ALLISON ROAD:
Allison Road is a currently in kick starter game described by the creator as an homage to Silent Hills and its stand-alone teaser PT. Allison road does follow the similar path that P.T does in the sense it plays through a benign environment that slowly goes to hell around the player. Unlike P.T however the player is more or less “Trapped” within the home and its back garden. This adds is interesting because it forces the player to stay within an environment there is no leaving as it falls apart meanwhile in P.T the player would try and escape only to be brought back again. This means that all the player knows that when the pay-off comes they won't be able to leave or if they can it won't be how they want to leave and then that also adds tension. Most of the build up that is sound and imagery however does borrow a lot from PT going so far as to take one of the radio transmissions but this isn't a bad thing as it is a tried and tested system, though future updates refer to a forest environment and other areas so the game is very much going to change. (Allisonroadgamecom, 2015)

Bibliography:
Amanda taylor, A.T. (Thursday, October 24, 2013). Deseretnews. Retrieved 7 November, 2015, from http://national.deseretnews.com/article/519/the-evolution-of-horror-movies-why-less-is-still-more.html
Carl sederholm, C.S. (Thursday, October 24, 2013). Brigham young university . Retrieved 7 November, 2015, from http://cal.byu.edu/directory/cs258/
Konamijp. (2015). Konamijp. Retrieved 7 November, 2015, from http://www.konami.jp/pt/en/index.php5
Allisonroadgamecom. (2015). Allison Road. Retrieved 7 November, 2015, from http://www.allisonroadgame.com/
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The development of the mechanics in hotline Miami where based of playing the game and thinking of mechanics that could be added without subtracting form the games high speed, these mechanics seemed best due to them being involved with movement as crouching and diving could be used to dodge enemy fire or initiate a quick combat. The deconstruction was also done through playing the game and reflecting on the games inspirations, its systems and player interaction to name a few things. These where studied and condensed in to precise information about the game.
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The game creation was a interesting task and I was heavily inspired by a lot of rts games on the market however I wanted to focus on maintaining a relationship with your faction and your faction looking at you in a different light, so making the player a god seemed like a good choice that would create interesting results. I played a game called black and white a god simulator rts that allows the player to interact with the world in a similar way and focussed more on interacting with the populace than simply just the rts mechanic. This I felt would create a more story driven experience for the player.
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