This week we had much more development on the aesthetics of our project, and the storyline.
We decided we wanted to do the final scene; where we are in the departure lounge, and we make our way through to the final room and see signs of life (a deer) contrasted with the skeletons on the floor. I think using this scene we can incorperate interactivity with the memories in the rooms, this may be the most emotion scene in the story. Also, we can play with the propoganda aestheic within the departure lounge, and we can also witness some ghosts pass the player by.
In terms of how we are going to start the process of this, we created mood boards. I put inspiration from the game ‘Fallout 4’. They have the ‘happy family’ fake aesthetic we desire in the derparture lounge itself, a vintage outlook with a creepy undertone. The interior environments are also vintage but with a strage and forboding feeling, and the exterior environements are ruined and dead. This was through nuclear war in the game but similar to what climate disaster would be like in the killing of people and nature.


I then thought about the interactivity with objects triggering memories in the experience. The game ‘Until Dawn’ has players slowly walk through environments and inspect objects. Some trigger memories or things to come which come through in a different styled media of a blurred glowy filter.
This would be a great way to interact with objects and bring the element of memories into the game through interactivity.
We also created a floor plan, journey for the player and storyline map, and a list of memories we could include.


VFX will get started on the models next week and research which assets we need to purchase.