I decided to do something new for this project. I joined Michael's group in which we made our own horror video game. We had big ambitions for this project. We all really like video games and have gotten into a horror game phase and wanted to make and maybe even play later on something of our own. We made our own story and combined different fear tactics to make our game scary. I learned how to code mostly just the basics and use unity to make a game. Another thing I learned was what repressed trauma was. Repressed trauma is the main aspect of our game since something traumatizing happened to our character and he managed to block out and completely forget the the incident from his childhood.
EnglishMichael, Nate, and I worked on a project together this time. We decided to create a horror game our final project. Our process consisted of trying to come up with a story for our game. We did research on what makes horror games scary and looked at specific horror games that we also like to play. Our process consisted of creating a story for our game. We had two idea between the Beatrice Cenci story and the rat utopia both of which we researched. We went with the Beatrice Cenci story and based our story on a young boy who murders his father and he forgets about later due to repressed trauma which we also researched. Our synthesis comes from how we combined all these scare tactics and gameplay from these horror games that we have played and researched. We used art styles and different types of fear tactics in our own game to make it our own new game. The final product for English was the game manual that I was responsible for making. I used examples of game manuals from other games online and my own Super Mario All stars game manual that I own. I gave our game's game manual a more horror aesthetic.
|
Self in the Modern WorldOur process consisted of research about the psychology or horror and what games do to scare the player. We also did research on behavioral sink and repressed trauma since we are going to include these in our game. We actually changed our process and went with repressed trauma as the focus of the game. We broke ur big project up during the process. Michael worked on most of the coding and Unity work, Nate used blender and made the game textures and designs for the house and its furniture, and I worked on a little bit of coding as well as game play ideas and made the game manual. We got a good demo done in which you can walk around and swing the hammer. We hopefully plan to work on some more even after Apollo is over. Our synthesis included all the horror aspects we used that other games used. We combined horror aspects from Silent Hill and Resident Evil. We used darkness, audio, and a sense of character disempowerment to ensure our game is scary and not relying too much on jump scares. The game itself was the final product for Self in the Modern World. Our game is about a young man named Elliot who becomes journalist and wants to investigate the deaths of his parents. As you play the game the more you explore the more you find out what really happened and that Elliot was the one who murdered his abusive father after his father killed his mother. The game is about finding out what happened that night while avoiding the vengeful spirit of Elliot's father.
|
|