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Room Theme Concept(part3)

In our game, there are rooms the player enters that is a distorted view of reality that represents a memory or a feeling in each. I’m designing three of those rooms.

The architecture and environments has been inspired by dreamscape architecture and surrealist photography/art.

Room 1  – Peace & Serenity 

In this room, the player enters a water environment that’s empty except for the ocean and some architecture. Some potential objects in the room may be a building, furniture, fog, mountain or arched walls to help create some boundaries but also tell a story.

Surrealism Art - Fine Art America.Surreal Photography - GottaPics  Surreal Room Of Sea | A room of sea, this is my first surrea… | Flickr

Room 2 – Loneliness

In this room, the player will enter a desert like space, with a dark atmosphere that feels almost like nighttime.  There will be very few models in this room, one of them potentially being a large spiral staircase that’s tall enough to reach the sky or something more abstract.

Recovery.  Procedural Landscapes 02 (Desert Scene)

Room 3 – Childhood Book ,  The Princess and the Pea 

In this room, the player will enter a room where it’s a scene from one of the  character’s favorite childhood books, The Princess and The Pea. It’s a fun, cheerful memory that’s in a more warped perspective with a highly pastel and dreamy look.

I Made Another 21 Soothing And Dreamlike 3D Landscapes The Princess and The Pea Painting by Andrea Doss - Fine Art America

 

https://fineartamerica.com/featured/there-bespoke-cube.html?product=canvas-print

https://www.flickr.com/photos/bradhigham/with/16063791201/

Surreal photography-Gottapics

https://www.artstation.com/artwork/PoPnq1

https://www.boredpanda.com/3d-art-digital-renders-pink-landscapes-mo-meid88/?utm_source=google&utm_medium=organic&utm_campaign=organic

https://fineartamerica.com/featured/the-princess-and-the-pea-andrea-doss.html

 

 

Room Theme Concept (part1)

Room1——Theme: Nightmares
Keywords: weird, horror
  • Description: Perhaps it was a nightmare the protagonist remembered. This room is designed to evoke the suspense and terror of being lost in a nightmare. The room may be in shades of green and brown, along with spooky elements, such as eerie lighting, such as flickering candles, or strobe light. The door is surrounded by creepy vines. When the player is close to the monster in the room, he will be randomly sent to other rooms. Only when the player keeps trying to overcome the fear, will he get the key to pass the game.
  • Sound Style: A background soundscape of creaking doors, howling winds, and whispers.
  • Visual style

 

Room2——Theme:Inner world
Keywords: tranquil, peaceful
  • Description: It is a room that belongs to the inner world of the protagonist, a world of tranquillity. At first, this room is very dark, with only one firefly that follows the protagonist. After the player finds the rose in the room and triggers the lighting, the number of fireflies becomes twice as many. When the room is bright enough (e.g. more than 50) then the room can be lit up and the key to the pass can be found.
  • Sound Style:Sound effects can be designed to add the sound of leaves and breeze, as well as streams and birdsong.
  • Visual style
Room3——Theme:Space Capsule
Keywords: exciting, mirage
  • Description: Becoming an astronaut may have been a dream of the protagonist as a child, and upon entering the room, the protagonist feels very excited. This is a weightless room with items floating in the air, the room can be in a single shade, or in shades of white and blue. The player needs to find the puzzle among the chaotic items and complete the puzzle on the console to open the ship successfully.
  • Sound Style:The room can also play the sounds of a space station, such as beeps, the hums of engines, and other sounds associated with the workings of a space station.
  • Visual style

Room Theme Concept(part2)

Each space of the Rubik’s Cube uses a different art style to represent character’s memories and various emotions, and each space has a specific theme. Here are some visual references for the aesthetic style of each space.

Room1: Loneliness

Color tone: Dark blue, orange

Sound style: the atmosphere is silence and cold. It contains the sound of dripping water, the sound of leaves when wind blows past.

Description: This room describes people’s loneliness by utilizing the concept of contrast. It will use contrasting colors to depict the melancholy of loneliness and the feeling of placing hope in something specific.

     

Room2: Anxiety/ Confused feeling.

Color tone: Black and white

Sound style: Electric wave sound, the noise of people talking.

Description: Everything is in black and white in this room, and the shape is dominated by lines and simple geometry. This room will show that it is difficult for people to feel the colors and emotions of the outside world under the chaotic and anxious mood. Irregular lines can describe this psychological state.

 

Room3: Happiness/Relaxed feeling

Color tone: Various colors with high saturation

Sound style: sound effect of sunshine and breeze, the laughter of children at play, and slow music.

Description: This room will contain daily objects with bright colors. The collocation and placement of the models can be referred to Wired core. The aim of it is to create a cheerful atmosphere.

                   

Room4: Fantasy/Mysterious Feeling

Environment: Universe

Sound style: The sound of people speaking on a radio station, the sound of a female chant, the sound effect of sand and gravel.

Description: The universe is always full of unknown and mysterious for the human. This room can be designed as a cosmic space, in which there are no living things, only abstract graphics and stars.

 

 

 

References:

 

 

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