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3.01 Implementation and Polish ACT

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 Plan - The goal of this cycle is to enhance the overall cosy atmosphere of the environment by polishing the visual elements and adding the final touches to the environment. This will be done by: - Adding movement to the environment; eg, wind in the foliage, slow movement in the water. - Updating the skybox to better reflect the intended mood of the environment and tone. - Adding proper lighting to the scene for warmth, using soft shadows and ambient glowing.  - additional environmental assets to add "clutter" that makes it feel more lived in. Additionally, Audio will be added to the environment. This is because sound can bring an environment to life, despite not being a visual element.  Act -

2.03 - Progression Shots / Reflect

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  - greybox imported from Maya in Unreal Engine 5.4.4 - Basic 3D assets imported to test scale and loaction; lighthouse added to create verticality, - Some colour implemented to test how the colour effects the size of the space. Roof stretches across the starcase to enclose the space. - More colour added in teh scene to test how the colour reflects the spatial layout. Layout Strategy Why Centralised Focal Point -           Draws the players eyes towards a meaningful location -           Reinforces a sense of orientation -           Creates a “home base“ effect, enhancing feelings of safety and belonging. Layered Verticality -           Multiple elevation levels introduce visual interest -       ...

2.02 Greyboxing Layout

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  Guiding the eyeline of the player

2.01 Spatial Layout - Planning

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 This cycle will test how spatial layout effects cosiness in a space.  The aim of this cycle is to develop a spatial layout that enhances the cosy atmosphere of the game environment. This involves: - Researching and analysing the spatial layout of existing cosy games to identify effective layout strategies. - applying insights from previous experience in 3d environment design and knowledge from the colours cycle, understanding how colours influence perceived space and comfort - beginning with greyboxing the environment to establish foundational layout and flow. - Designing spaces that naturally promote feelings of safety and warmth, considering both open vs enclosed spaces and how visual sightlines contribute to comfort.  - Begin 3d modelling core assets during this cycle, gradually building up the space while documenting the iterative design process through screenshots. abzu Journey sky: children of light a short hike tiny book shop Firewatch Down in bermuda planet of la...

0.04 Modelling

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  Before commencing the next cycle, I need to model a bunch of assets. 

1.05 Colour Use in Cosy Game Design SUMMARY

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 Based on the observations of the first cycle, I can begin to put otgether my framework for the use of colour in Visual Cosy Game Design.  1. Foundartional Principals Emotional tone over prescriptive colour use No single colour/ colour palette defines cosiness. It's the overall cohesion and intentionality of the palette that matters. effective cosy colour design focuses on visual harmony, emotional resonance and balanced contrast rather than strict cool/warm hues 2. Colour Strategy components Base Palette Neutrals and cool tones (blues, beiges and greens) act as a calming backdrop these cplours provide a soothing canvas and enhance the presence of warmer focal points. Warm / bright Accents Includes reds, oranges, ochre and terracotta tones, as well as some more vibrant ceruleans and purples as focal points (Buildings, interiors, pathways) this guides player attentions without being overstimulating and aids in evoking feelings of safety and comfort.  The colours should be ...