Environmental storytelling

Premise & pre-planning

In this unit, I have been given three random words to base my game on.

Key word 1

My first word is ‘makeshift’.

The Cambridge Dictionary definition of makeshift is “temporary and of low quality, but used because of a sudden need.”

Since this project is very open to interpretation, I have the option to use this definition as a base or to come up with my own interpretation.

A lot of different ideas spring to mind when I think of this word. One idea is a hand-crafted world stitched together with everyday materials, which is close in theme to something like Paper Mario or Yoshi’s Woolly World, for example. Another interpretation revolves around shabbily-crafted props. Weapons, armour, housing, etc. A good example of this interpretation is the Fallout franchise. This theme could also apply in a more metaphorical sense. My story could revolve around someone who struggles with life and everyday tasks, as an example.

Key word 1 mind map

Above is my mind map for ‘makeshift’. I have come up with various themes that match my interpretation.

While some of these themes may not completely fit my interpretation, or they are simply too much work, I still think it’s good to get a good range of ideas.

With regards to natural disasters, I think it would be cool to utilise the volcano eruption.

Key word 1 colour palettes

A few colour palettes which could potentially be used for inspiration.

Key word 1 research

I would like to first focus on the volcanic eruption idea from the mind map. Even though I may or may not end up using this idea, I want to thoroughly research different routes in order to ascertain how my project should look.

In terms of how I would use this idea, my game would be set in a world that revolves around a volcano which erupted several years in the past. This resulted in a lot of destruction to the area.

A volcano’s eruption causes a lot of changes to the area, including reshaping the landscape, altering the atmosphere and challenging human communities. One of the most immediate physical effects of a volcanic eruption involves the spreading of volcanic ash, or tephra. This can accumulate rapidly. Even a relatively thin layer can cause catastrophic damage due to its weight on structures and how hazardous it is to humans and animals.

Other new geological features are also formed. This can include something like the cooling and solidification of lava to the formation of a caldera.

Without delving too deep into the scientific details, sulphur dioxide converts into sulphuric acid aerosols in the stratosphere. These particles reflect solar radiation, which leads to a short period of cooling on the earth’s surface. This typically lasts for one to three years.

Again, I may or may not end up using the volcano idea. The way they work is still interesting to me regardless.

Another potential avenue, as mentioned, is interpreting ‘makeshift’ in a more artful sense. I could base my art style on a hand-crafted aesthetic.

Key word 1 mood board 1

This mood board is a mismatch of my thoughts when I initially received my first key word. It consists of a lot of makeshift armour and weapons, alongside a few environments,

Above are some of my favourite images from this mood board.

Key word 2

My second word is ‘nostalgic’.

The Cambridge Dictionary definition of nostalgic is “feeling happy and also slightly sad about things that happened in the past.”

My personal interpretation of nostalgia revolves around my past. In particular, childhood. Things like childhood toys, pets and friends come to mind.

A few terms I would use to describe nostalgia include “fuzzy, bittersweet, familiar and homelike”.

Nostalgia can be triggered by a variety of different things. Even something like the surrounding environment or weather can be triggers. I personally get this a lot, particularly with wet/cold weather or places I used to visit a lot when I was a child. I could weave this into my project by utilising such weather effects and familiar environments.

https://uk.pinterest.com/pin/1080301029387654401/

The above photograph was taken in Hertfordshire. I don’t believe I’ve visited this area before, but the image still gives off nostalgic vibes due to the similar architectural style to what I’m used to, alongside the early winters’ night. I love this vibe, by the way. Not only is it nostalgic, but very cosy too. I might be able to utilise this to my advantage.

Key word 2 mind map

Key word 2 colour palettes

Key word 2 research

A big aspect of nostalgia is a longing for the past and its characteristics. Its people, places, events and overall feel. It can provide a sense of home, belonging and comfort. It can lead to higher levels of empathy and social connection. But it can also be dangerous. It can warp the truth, making the past seem better than it was. In my experience, an overreliance on nostalgia can make it harder to appreciate what you have in the present day. Focusing on the past is important, but we should utilise it to improve our future. Not just daydream about the glory days.

Nostalgia can come from many places. It differs from person-to-person, but it is often triggered by social/cultural phenomena such as; movies, TV shows, video games, music, books and events, to mention a few. It can also be triggered by the environment, weather, smell, taste and such.

I feel like it would be difficult to describe true nostalgia to someone who has not felt it before. But I’m sure most people have experienced it to some degree. It’s one of those things that we just inherently know.

I could utilize these philosophical themes to my advantage.

Nostalgia could also be utilised in a more literal sense. I could, for example, create a game with a retro-themed art style. Something along the lines of a low poly PS1 game. This would also have the advantage of making asset creation easier and quicker as I would not need to create a large amount of high-fidelity models.

Key word 2 mood board 1

Above is my Pinterest mood board which is based on early 3D video game graphics. I focused on the PS1 and PS2 aesthetics here.

Below are a few of my favourite images from this mood board.

These images invoke all the aforementioned feelings associated with nostalgia. Some of these are from actual games, too.

Key word 3

My third word is ‘eerie’.

The Cambridge Dictionary definition of eerie is “strange in a frightening and mysterious way.”

I think the last two key words can go hand-in-hand with ‘eerie’ quite well. Especially in the case of ‘nostalgic’.

When I picture eerie imagery, my mind doesn’t default to something others may consider ‘creepy’ or ‘spooky’. I moreso associate it with a specific type of environment. Somewhere with moody lighting, fog (if the location is set outside) and most importantly, not another human being in sight. For example, a subway late at night or a forest may be good examples of this idea.

Key word 3 mood board 1

I believe the above mood board conveys my ideas about eerie imagery rather well. By the way, I used the image second from the right as inspiration for an area in my final major project last year. I likely won’t end up executing the subway idea, but I do have some experience creating a creepy environment.

Key word 3 research

‘Eerie’ can be interpreted in many different ways. For my research on ‘eerie’, I am going to try experiencing various different types of media which relate to this term. In particular, I want to focus on horror, or horror-adjacent genres. This is because I feel like ‘eerie’ and horror go hand-in-hand.

Additionally, I have found a good thread on Reddit which recommends a few films specifically centered around being eerie. A few of these recommendations include It Follows, Under The Skin, A Dark Song and The Invitation.

In terms of recommendations, I have also found a good list on Rotten Tomatoes which details their top 200 horror films of all time. There is also a list on IMDB which specifically details 15 eerie films. I will pick out a few from these lists and watch them in order to gain some inspiration for my project.

Ideas

Even during the first few days of this project, I have thrown around a lot of different ideas. When I got my first key word, makeshift, I initially planned out a more desolate environment. Something along the lines of a post-apocalyptic society thrown together after an incident. I especially liked the volcanic eruption idea. I wanted to do a small area which players could explore with all the appropriately-themed props and set pieces. I also toyed with the idea of a mentally unstable protagonist character, which, in my mind, falls under the makeshift theme in a more abstract and metaphorical sense.

When I got my next word, nostalgia, my idea was flipped on its head. At first, I thought I could play around with the idea of a post-war world. The game would revolve around a soldier. The player would be able to press a button on their keyboard or controller which would trigger the environment and the player character to travel back in time to during the war. This idea would tie in with the nostalgia theme. Instead of this idea being actual time travel like you might see in a movie, it would be within the protagonists mind. Since their backstory would have involved them fighting in the war, they may have suffered from some form of PTSD that triggers whenever they visit those places.

There was also the matter of my third word. ‘Eerie’. Even though I’m early on in this project, I haven’t got many ideas for this word. One idea I have is to focus on trying to incorporate eeriness into the atmosphere and backstory.