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The background design of this room is set in the mid-adulthood, and the main workplace is a narrow office. During work, he received an email with an attached Alzheimer’s examination form. This room is the final stage of the plot and a key room that highlights the theme.
Room Design
The design of this room retains a portion of the original theme, which was based on the “blind theme” (now the game is based on Alzheimer’s disease).
Game Play Design–Sonic Radar System
I have designed this room to be completely dark, and when players scan the room (using a soundwave and echo effect), the items in the room are briefly displayed in wireframe form. Players need to constantly scan the room to figure out their position and the layout of the room.
reference effect-
final effect-
Thanks to Roger for his help in implementing this effect!
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.