![]() The main task of the environment is to be relevant, to fill the game with content, and to make what's going on understandable to the player. Well, in general, in less prosaic terms, the architecture does not always have to give answers to all the players' questions - sometimes it can support the mystery that hovers in the virtual world. Such a sharp contrast between the exterior and interior only adds drama to the story - in the untouched building facades the player sees the echoes of the initial dream and unconsciously compares it to the brutal reality. On the contrary, there is a lot of places (usually inside, we are talking about BioShock 1 and 2, but not about BioShock Infinite and other games of the series) where there is a lot of destruction and tininess. The architecture in the games remained almost intact - the appearance of cities and locations only reminds of the original ideas and dreams of their creators. The environment itself perfectly tells the story of the world. If you remove the usual narrative elements from any game in this series, the player can still roughly understand what happened in the city. ![]() In fact, there are many examples of this approach in the game industry. In games, it's about giving the game space properties that can be interpreted as a meaningful whole that extends the narrative of the game. A little later, the storytelling through the environment made its way into the game industry. The owners at the time wanted to make the park's environment itself tell visitors what they could do here. ![]() It, according to many sources, takes its origins from Disney Park. Originally the term didn't even come from the game industry. We think you've heard of such a thing as environment-based storytelling. ![]() Download 3d environment models for Unreal Engine
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