The background as tool for narrative and suspense
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When tailoring a game to make the player feel like a champion, you can’t just do it through a finely tuned challenged – you also need to create build-up. In Team Devourer we decided to convey feelings and mood through the use of mainly the background. A nice, sunny day is often associated with tranquility and the feeling of safety. That’s why it will be the brightest and with a more vibrant and lushous background. As I said earlier, this is where the player will learn the ropes of our game. There’s no real threat here and it’s also here where we introduce the narrative parts of the game – like the treasure hunting pirates and the Leviathian. Dusk is often representing and associated with uncertainty and mystery, whilst also being a blurred line between the safety of the day and the dangers of the night. Seeing this is where you are first faced with both the Leviathan and forced to use the skills you was just thaught – beginning the ride up to the climactic finish (boss fight). The night is commonly attributed to danger and makes a lot of people tense up. Since you’ve seen the Leviathan now, what it can do and now it’s out there hunting for you, keeping the player a little on the edge. The night sky adds to the atmopsheric doom and gloom. Another reason I wanted a night sky in the game is because it allows graphics to Lastly we have a dawn. Emerging from the darkness into light. Granting the player as sigh of relief after the boss fight. The colours The iterative process for the background looked like this. From the second version forward, everything is made in 3840×1080 to help a little with the future parallex scrolling. This is my favourite version of the background. It doesn’t work with our game however since the colours themselves are way to vibrant obscuring important info, like the player avatar, as well as having radical shifts between each field.
The future backgrounds will have a better colour gradient picked out from the start as well as some more research put into them so that I, as an artist need to spend less time fixing the ineviatble mistakes that will occur. |


