Evaluation P2

AIM: An investigation into how a Sensation of Horror is created in games

For my project evaluation I will be going into detail about my experience of the obstacles I tackled, and how I worked. After thorough research I decided to create a horror game. The reason I wanted to create this was because I really enjoy horror games and I have always wondered what makes specific horror games scarier than others.

RESIDENT EVIL 7

When creating my horror game project, I first decided to focus on the visuals of the project because I believe setting the scene for the project is one of the main ways to make a horror game scary. In order to do this, I first created a HUD using Photoshop, the HUD included a cracked image, a red circle in the top right corner to show that the HUD represents a camera. I also decided to add three collectables a torch, knife and key. I finally added a PostProcessVolume so I was able to completely alter the player’s screen. I believe visuals are important in horror games because they give a stylish structure and visuals is the best way to communicate the horror to the audience.

Audio is also very useful when creating a horror game because it can give the player a sense of vulnerability and keep the player immersed in game. I added two different types of audio pieces to my project, background music and a jumpscare. I believe a jumpscare is highly necessary for a horror game because it not only does it keep the player even more immersed, it also fulfills a horror games purpose which is making the player afraid. I also decided to add a jumpscare because its main purpose in my project is to let the player know that the AI can see you and is chasing you.

However, in order for the audio and visuals to actually work, I have to create game mechanics. I create all sorts of mechanics such as the audio. I created a component in the audio blueprint so when the AI sees you the jumpscare plays I also created a component so when the player spawn in the game level, the reverb is randomized slightly giving the player a different feel to the game each time they play it. I also created components so that when the player spawns in the game level visuals such as the camera frame would be permanently placed in the game level. I believe game mechanics was the most important addition to my game level because without the game mechanics nothing would have actually worked or shown on the screen.

When creating the game level, I believe I managed time very well and was on track throughout the whole production. There were even moments where I was ahead and was able to do extra development. I was also able to do development outside of college so time was least of my problems luckily. When developing the game level there wasn’t much I had to leave out, however the only thing I decided to leave was making an inventory for the knife, key and torch to be a collectable. I left this out not to do with time but because this wasn’t relating to my aim and would have been wasted time. There was one thing I decided to add that was new, at first I was only going to have the AI and cabin however, I decided to create and add trees to my game level I believe this was a very good idea because it fully related to my aim and gave even more realism.

Throughout creating this project, there are a number of new things I learnt that I could carry over to my new project. One thing I learnt was my experience using the 3D modelling software “Maya”. Another thing I learnt was editing sounds in Unreal Engine, I am now able to reverb sounds, add echoes, multiply sounds and more, finally I learnt how to use edit and import audio using “Adobe Audition”.

In conclusion, I learnt a lot more than I thought I would when creating this project in the end, I was able to gain a lot of experience with software I’ve never used and earning personal achievements.

Published by raekwonplaysgames

This will be my blog of me developing, accepting and rejecting ideas to make my perfect game!

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