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Summer Project Week FINAL: Reflection

  • dylanknipe456
  • Sep 12, 2021
  • 3 min read

Updated: Sep 28, 2021

13/09/21


Comparison to Week One


My goal from the very beginning was to create a game that proved how effective fixed camera angles still are in terms of establishing a sense of atmosphere and creating experiences unique to this game genre. From all that is included in the game, as well as the feedback received from my testers, I believe that I have accomplished that goal. With the game’s use of lighting, framing and the often-punishing level design, I am convinced that I have established an appropriate atmosphere, which is crucial when designing a horror game.

As for the two games that inspired this project, I feel that I have appropriately utilised relevant and key elements from them. The use of fixed camera angles in Ocarina of Time was incorporated in an appropriate manner throughout my game as a way to create sufficient atmosphere, to establish a sense of place and to frame somewhat trivial areas so that they are easily remembered. As with Resident Evil, I feel that I was able to replicate the essence of the original Resident Evil by making the player think carefully and courteously with every encounter. If I had not incorporated these excellent features from the two inspirational games into my own creation, then I would have created something less worthy of a horror game. The techniques that I learned while studying them, helped me design and produce a level that I believe is both a homage to and a progression of these classic games.


Scope


If I were to take this project further and flesh it out even more, it would include the following.


-Cutscenes

I have created characters that speak using text boxes, but I would like to have employed different angles, with the characters reacting to what is being said, and more cinematic camera angles to help establish a better atmosphere and narrative.


-More Variety in Collectibles

One thing I always enjoyed in the Resident Evil games was the variety of collectibles the player obtains. It is a lot more elaborate and interesting than simply using keys. I tried to include at least one variation with collectibles in the game, by incorporating the statue’s missing arm. However, I would like to take this idea even further in future projects, to instil in the player a sense of anticipation as to other intriguing and unique collectibles to be found.


-More Variety of Weapons

I believe that I accomplished my goal well, with the use of the dagger, and it fits appropriately within the level design for it to be formidable, while also having clear drawbacks. If I were to make additional levels for this game, I would consider introducing more weapon types, such as a selection of different guns, spears and grenades. I think this would make the gameplay more interesting and I am already contemplating how to use the level design in unique and stylish ways to incorporate these types of weapons.


-More Variety of Enemies

Similar to my statement on enemies, I believe the type of enemy that is in my game serves the level design well, through its deliberate way of moving both in and out of combat and the tense encounters that players have with each of them. Again, if I was to make a further level, more enemy types would be included. These would take the form of quicker and smaller enemies, as well as enemies that can only be defeated when struck by a weapon in a particular way. I would also make the enemies ostentatious by having them spew blood particles when struck by the player’s weapon, to increase the player’s level of satisfaction during combat.


Conclusion

Overall, I am very pleased with how the project turned out. I wish I had more time overall to polish certain elements, but I think I was able to achieve everything that I set out to do. The feedback provided by my test subjects is something I will continuously reflect on, when I pursue similar level designs in the future. This experience has incentivised me to make future games as atmospheric as this one, as I am very proud with what I accomplished. In comparison to the other modules, which I studied as part of this master’s degree programme, I consider this final project to be a culmination of everything I learned throughout the programme. It has led me to produce a very polished game that has been carefully considered and designed to make, potentially, my finest game to date. This is fitting for a final project.


Various Notes Taken Throughout the Project:


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References


Archipel (2020) Shinji Mikami, Part 1: The birth of the survival horror game - Archipel Caravan [Video]. October 15. YouTube. https://www.youtube.com/watch?v=NKYX3GstHlw


Casamassina, M. (2002) Resident Evil Review. April 26. IGN. https://www.ign.com/articles/2002/04/26/resident-evil-3


Ebert, R. (2000) Battlefield Earth movie review (2000) | Roger Ebert. May 12. Roger Ebert. https://www.rogerebert.com/reviews/battlefield-earth-2000


Gies, A. (2018) Resident Evil 2 Interview. June 18. Variety. https://variety.com/2018/gaming/features/resident-evil-2-interview-1202848886/


Portal - Every Developer Commentary [Compilation]. (2016, October 22). [Video]. YouTube. https://www.youtube.com/watch?v=x0uVg9nuaS0


Satterfield, S. (2002) Resident Evil Review. April 30. GameSpot. https://www.gamespot.com/reviews/resident-evil-review/1900-2863158/

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