Thursday, 6 October 2011

Hello, storyteller.

So I finally came up with a game to work towards with my 3D production module. It is, of course, fictional (for now) and I'm going to keep most of the story in my sketchbook (and away from the internet). However, it's set in the mid-19th Century.

We were told in lecture today to always ask ourselves 'Why?'. Why are we doing what we do, and how can we justify it? So, why am I focusing the theme of my game in to the Victorian era?

Firstly, I find the style of the 19th century interesting. The industrial revolution and the consequential dark, dirty cities makes a home for plenty of interesting characters. The architecture in the Victorian era was slowly getting more and more advanced, and the political and social unrest caused many events that would definitely make good stories to tell. The fashion was also particularly iconic, with its ruffles, lace, sharp tailored suits and large hats for the ladies. Put all these factors together and we get a large, bubbling vat of artistic inspiration. (and a pretty sweet concept, too).

To set the mood for my game, I researched several existing 19th-Century-based games such as Amnesia, and Fable 3. I also took a look at some black and white sketches of 19th Century designs, as well as traditional Victorian paintings from the time.

Here is the mood board I compiled;


My colours, naturally, are going to stay in the zone of dark. Not because it's a tried-and-tested method, but it also is complimentary to my story line. Which I'm still not going to reveal, just yet. Most of my game will be set in the nighttime, and the parts that are in the daytime will most likely take place under the grey cloudy overcast that frequents the English skies. The overall mood of my game is melancholic and glum, and so I want my pathetic fallacy to work. Plus, it's set on a northern English coast, and let's face it... They're never sunny.

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