Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.
According to the new gameplay mechanism, the game mechanism in some scenes has been modified, and the ending screen in some scenes has been added to make the whole story provide a stronger sense of substitution.
Based on our meeting and discussion today, I have summarised and collated the completed room environments and gameplay for subsequent development and documentation.
I’ve briefly listed the narrative parts we discussed at Monday’s meeting and the flow of the game about my own room, while for the other rooms I’ll refer to everyone’s blogs to populate the document if I have time later.
The age of adolescence usually represents confusion, instability, mind block, the thought of failure, stress and miscue, where the person is not sure about the decision where he/she is usually shaken, and where the confusion begins.
So the room is designed in a way where the user feels the instability, confusion and all the adolescent characteristic feature.
So, for the study, The “Jewish Museum” in berlin is taken as a study for the adolescent concept room. The architectural masterpiece is designed by Architect Daniel Libeskind. The Jewish Museum is a museum built to represent the lives of the Jewish people who they had treated as slaves. The term slave is totally different from adolescent but the characteristic elements are the same.
So in the museum, the floor is designed in a jagged way so that the visitors feel the instability. The walls are disproportionately high compared to humans just to make the visitor feel inferior the wall has horizontal narrow windows depicting hope. The floor of the museum is also designed on different levels to represent there are no straight lines in life. Some walls are designed inclined to make the user feel insecure.
So, inspired by the Jewish museum, my room design is designed with the play for walls and floors.
The room is designed like a maze which represents choosing the way in life is crucial in the adolescent age. So first the walls are designed to create multiple different passages where the correct path leads us to the correct exit.
So thus with this inspiration, my room design is started. I started to create a plan for the room with the divisions. The first concept is to create a curvilinear wall which creates a more interesting pathway. The second conceptual idea is to create a perpendicular wall. This idea has many entrances and exits but the pathway was not quite interesting as the curve wall. But the complexity of the game is better in the perpendicular wall.