“Further advice on production is to initially to start out big think massive because all of your ideas will be eventually reduced and if you go with the first concept idea you have you are reducing into even less which the work will not be worth it. Im going to do a angled birds eye view of the arena and then 2 different perspectives of the arena master and then a gladiator to show different angles and shots of my environment.” Taken from my previous adaptation environment blog.
In planning and briefing for my product (initial blog, environment blog, character design) I came up with a series of bullet points to help me focus on what I was exactly trying to get across in my conceptual environment art for my adaptation game.
Things we have to consider in environments:
- Genre- Horror genre will be dark, tense, jumpy and use semiotics to suggest something will or might happen to keep you on edge. Or for my Gladiator Top Down style game the genre is action/adventure so environments will vary from epic arenas to the basic chalked or sand marked arenas, using camera angles in shots to represent power/weakness etc.
- Weather- Will my gladiators come across weather that affects their performance, such as rain could massively decrease friction and grip as well as vision, snow will for lesser gladiators or slaves cause cold lungs, vision loss and friction issues especially if it included ice. or finally out in a basic arena with not much wind blockage sand will be thrown around in battle decreasing dexterity and vision. But it also can bring advantages as your opponents may be the ones who slip first for you to pounce.
- Atmosphere- No atmosphere should be able to rival the coliseum watching battle the majority of Rome watching to see men slaughtered all for entertainment, crowd could be used on my game to support or hinder depending on how the battle goes and how impressive your tactics are.
- Cultural- How the crowd was brought to the gladiator games to distract them from famish and lack of resources maybe due to conflict with the Greeks or lost at sea.
- Composition- how I choose in my concept art to lead people through the image, maybe have a view of the stairs up to the entry of the gladiators at the coliseum with pillars either side and guards waiting to give the viewer a belief that the gladiator is you. Or as my game will also rely on you being the arena master of your team of gladiators your point of view from the stands with the public using imagery from roman times such as thumbs up/down whilst you watch your team unfold maybe change tactics during. Perspective will be important for this.
- History- How has it got to being a gladiator, the history behind the designs of the arenas or the coliseum, what may have affected the structure or damaged it over time. So research is vital for that as without historical accuracy the game will be less real and therefore less believable for the audience.
- Not just surface- Maybe background events that are currently going on during the game that may alter performance or crowd mood as well as the emperors presence and the amount of guards needed in battle to stand by.
This was what I got down for what will alter your environment and how to make your environment believable and real. From this I tried my best to follow the bullets to help me in the sketching of the actual environments.
- Creative Futures- Adaptation, Early Character Design. (phasegaming.wordpress.com)
- Creative Futures- “Adaptation” Progress/ Environments (13/11/13) (phasegaming.wordpress.com)
- Creative Futures- “Adaptation” (6/11/13) (phasegaming.wordpress.com)