Ahmed Belal's profile

UNCANNY | NARRATIVE GAME

UNCANNY | NARRATIVE GAME
The game it’s a first-person exploration game, very similar to games like Gone Home, What Remains Of Edith Finch or Fire Watch. The player will be given an environment to explore. It will be divided in days so the player will be gently guided towards what needs to be explored by little hints in the environment. As the game progresses, the atmosphere and the cabin will change, making the player have surrealistic visuals and shifting the order of rooms and things in the cabin. The changes and vision will get more aggressive as time passes revealing clues on the mystery of what happened one years ago. The player will also be met by simple environmental puzzles that require solving in order to progress through the game.
Kick off
 At the start of this project we tried to imagine our art style which we can use to reflect the story.
So, reading the story and understanding the development of narrative through the events which happen at the story helped us to figure out the mood of the story and what kind of mood which we want to put the player on it by using design element (form – space -shapes – lines – colors – etc.) to make the art style reflect the story and confirm the game feeling.
CHARACTERS
After I talk with my team about the characters in our games I feel more like to make illustrations for this character and try to draw the visual concept for these characters, not for implementation in the game but just only as visual guide.
MOODBOARD
At the end of our discussion we feel more comfortable with inking art style, so I collect some guide photos to recognize our art direction and collect real photo for different cabin to understand the main elements and the structure for cabins in general.
ART STYLE
We analyzed the Noir art style and understand the main feature at this art style and summarize it in four points (Cel shading – Inking outline – Texture- Black & White) especially Noir art use dark paleta and focus on contracted and non-colors.
sketching
I tried to draw some rough sketches for the main cabin where the whole actions would happen plus draw the top view for the main site to illustrate well the zones, interior and exterior spaces.
visualization 
I used to draw the shadow to figure out the form and shapes in my drawing but here i want to try some thing different, i tried to draw the light with white pastel on black paper, maybe this style or technique make different atmosphere and dark mood.
texture
We tried to select different black and white texture that have different value and pattern to express to different tons and material (Stone – wood – rocks – textile – marble ) and use this texture as one of most effective element in the design.
BLOCKING
Parallel with drawing sketching and figure out the concepts I started to model the main building interior and exterior and create basic shape with correct ratio and clear lines to recognize the form and catch the silhouette from the left and front view.

Architecture 
As we saw at the first sketches we intend to design the cabin on sim island which meaning the half of cabin at the land and the other part on water, beside this cabin there is boat, old car and different trees and a lot of wooden elements and old props near the cabin.
DESIGN FOLLOW GAME PLAY
At this stage, we talked as team about the architecture of the cabin and how to use the element of design to follow the narrative and make usable game play, through this conversation we have debit about (the size of park – number of floors – the relationship between the floors – the zones and heights).
Interior Design
Fire place, stairs, British sofa and wooden table, all of this shaped the main interior atmosphere at our cabin in this game. The light is so dim and the details not that appear, everything is mysterious and fuzzy.
FURNITURE & PROPS
When I thought about the furniture I tried to imitate the same designs which was popular in 1996 that we consider it the start point for the modernism and simplism with keeping to use the black & white texture to apply the unity in the final image plus make the audience watch harmonic picture.
DECORATION 
Adding different props and accessories like lamps, frames, pottery and books make the scene richer and more realistic plus give the environment more life.
COMPLETE IMAGE
At this part we collect every thing like main models, furniture and props by unity and create a complete image with high details and add lights and edit the camera to capture nice frame include cool shoot with strong composition.
EXPORT TO UNITY
We used the same work flow in every space to make unity between the rooms into this cabin. so we used the same kind of light the same scale and the same shades and textures.

THANKS FOR YOUR TIME
 
UNCANNY | NARRATIVE GAME
Published:

UNCANNY | NARRATIVE GAME

The game it’s a first-person exploration game, very similar to games like Gone Home, What Remains Of Edith Finch or Fire Watch. The player will b Read More

Published: