Class Scalar Workbook (Section 119)

Group 1: Image Analysis

Context, purpose, design: Katie returns home after studying abroad in Europe for awhile only to find the house deserted and her family missing. Lights are dimmed, lights inside off, only illuminating door, mansion inside forest, thunder, eerie footsteps and creaking floorboards, ominous. To set the tone of the story but then contrast the setting and mood with the heartfelt lore behind Katie's family. Players can pick up objects... game design like a puzzle: have to find clues and piece together the plot. White Lights give off eerie vibes --> warmer lights give off welcoming vibe. Cool light tones plus dark = foreboding. Plot is unchanging, but players can interact with objects that give context that don't necessarily advance the plot, but do serve to develop characters. Proximity and arrangement: symmetrical rooms give off creepy vibes...something isn't quite right. 

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