Environmental Storytelling


With my game, my main goal was to experiment with the props and tell a story using only said props. Mood Modifiers, using little lighting to give the player a dark, eerie experience and empty room ambience to add tension and anxiousness. Index signifier ties a lot with environmental story telling. Signifiers in my game such as the wrecked hallways, human remains, blood and statues all are there for a reason. Tying in with the mood modifiers, these props are there to amplify the mood of the environment and the player. Chains and handcuffs scattered to give the player an idea of what kind of place they are in and how the remains got there. Shape language was used to make the wrecked hallway. The pillar was slightly transitioned and rotated to give the idea of 'damage was done here'. This applies to all the other props used in said hallway. Tying in with the wrecked hallway, it is very dense due to the wreckage that occurred. Many props are scattered throughout to provide the feeling of being abandoned. No signs of life, no sense of order or architecture. Color is majorly monotone and dull. Very little color was applied to give the player curiosity. The blood surrounding the remains contrasts with the dull colored environment. The red lighting gives the player a sense uneasiness.  

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