As we journey through digital worlds, environmental storytelling plays a key role in our understanding and investment in its history and characters – subconsciously or directly. We rarely stop to consider what exactly goes into the design process of embedding a character into the game space. As a student, I was crazy enough to try by myself. Part practical breakdown, part postmortem, this talk does a low level dive into the theory
9. Framing
Old School – Direct link back to film conventions
Creating mise-en-scene
Guiding the player's 'frame'
Vending Machine
Biggest problem with interactivity
10.
11. Framing Makes:
- Causality traceable and interpretable through associative power
- Interpretation – evaluation of situation based on personal views
- Active, learning, invested, pulling
12. Affordances
Qualities of an object
Communicating and foreshadowing - telegraphing
Subconscious expectations
Blood trails, bumps in the night, teacup handles
Can be done badly
13.
14. Character
How do we describe a character?
3D Bone structure – flexible, source of relationships
Design tools – influence by:
− Predefined Functions
− Goals
− Possible/Impossible Actions
15.
16. Character In Environment
Mash this all up and get what?
Externalise bone structure into environment – causality
Work station example – causality and bone structure
All objects justified by causality and serving character
Redefining some terms
17. Predifined Functions in Environment
Set Objective
Framing of 'shot'
Include Micronarratives – spilt coffee
18. Goals / Actions in Environment
Shift from implicit statement to support and justification
Chain of events as character goals
Communicate actions over time
21. A Note About Science Fiction
Hard Scifi and detraction from focus
Interesting character solutions from real life limitations
22. Setting Primer – DSC ISAAC
Base camp Tau Ceti f – 11.8 lightyears away
14 Years Earth Time, 5 Years Ship time
Mid 21st
Century - Post Fusion
Renewed interest in space (travel)
Technology golden age
colonisation initiative – who?
23. Narrative Primer – DSC ISAAC
Fine at first...
A pulse - lost in transit for over 22 ship years
No communications
Ship Built for near indefinite survivability, but...
However, they haven't been idle
One more important detail...
24. The DSC ISAAC saw the first ever childbirth in space.
Soren Kierke was born only weeks before the pulse struck.
25. Practical Execution
Filling in Bone Structure
Designing the Space
− Production design
− Solutions and Considerations
− What is the Ship?
− Ship and Room Causality
26.
27. Soren's Skeleton - Physiology
Male, 22
Pale skin due to life under artificial lights
Auburn Hair, dark brown eye color
Upright, rigid posture
28. Soren's Skeleton - Physiology
Neat, tidy appearance, slightly makeshift or
improvised clothing and accessories as a result of
living outside mission parameters
Right ring finger amputated in accident involving
artificial gravity malfunction
29. Soren's Skeleton - Physiology
Slight muscular build, physically fit as a result of
lifelong spaceflight exercise regimen to combat
muscle mass loss/bone density reduction
30. Soren's Skeleton - Sociology
Classless society, but driven by authority due to the
presence of highly trained/specialised crewmembers.
Grew up in an environment that encourages making
oneself useful, respecting superiors, and intellectual
development.
31. Soren's Skeleton - Sociology
Privately schooled in basic maths, sciences, history
by the mission’s education software/professional.
Encouraged to pursue own interests and explore the
ship’s knowledge base.
32. Soren's Skeleton - Sociology
Soren’s family is Danish-American from his father’s
side, and British from his mother’s side.
Soren grew up in a community consisting entirely of
adults, and never had peers.
Soren can often be found browsing the digital library
for subjects that interest him, and occasionally tinkers
with materials and equipment.
33. Soren's Skeleton - Sociology
Soren’s parents are mission critical personel, running
the Isaac’s medical labs. Soren has a stable
relationship with his family, and relatively little need to
rebel during his teenage years. He is aware that he is
being groomed to a degree by his parents and the
other crew members.
34. Soren's Skeleton - Psychology
Soren holds logic, intelligence, and openness in high
regard. Being raised in a multicultural, academic
environment with very strongly opinionated and
educated adults has forced him to adopt a diplomatic
approach to people, but he feels that his opinions are
not always heard.
35. Soren's Skeleton - Psychology
Soren is determined to prove his value, and
unconditionally puts the mission before anything else.
He is absolutely devoted to ensuring that the
sacrifices of those around him are not in vain, and
most importantly, realises it is his only way out of
entrapment.
36. Soren's Skeleton - Psychology
Soren is very curious by nature. Although not
particularly daring, he spends a lot of time thinking
about exploration and treading new ground. He views
his time on the Isaac as leading up to something. This
idea motivates him to keep thinking forward away
from doubt.
37. Soren's Skeleton - Psychology
Conversely, he does often feel completely trapped,
wondering what it would be like to leave his life
behind completely.
Soren is routinely evaluated by the ship’s
psychologist.
38. Yes.
There's a lot of me in there.
I'm very original.
It's pretty funny in hindsight.
53. The State of It
https://www.youtube.com/watch?v=Km3LWiWtN5M
54. The State of It
Powerful baseline
-Hints at functionality and affordance
- No proper material or age work
- Lack of props
- Where is the connective tissue? Where are the breadcrumbs?