Religion is a broad topic and serves as a great foundation for narratives in severallarge game titles. In this study we investigate how to create game assets with a religiousconnotation to build the feeling of an existing religion within the game. Using our previousproject, Martyr of Carnage (Studio F15, 2024), as a foundation, our goal is to have playersperceive a religion without a clear association to any real-world belief systems. To achievethis, we mainly investigated semiology, ritual theory, diegetic sound, and symbolism andiconography. During the iterative design process of our three prototypes, each tested by acontrol and randomised group of play testers, we focussed on asset creation, visual andauditory communication, and narratively valuable mechanics, while staying within theboundaries of non-verbal communication. We conducted surveys and interviews incombination with playtesting for data gathering. As a result, we found the importance ofconsidering immersion, contextualization and white space when attempting a study of thiskind.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-531241 |
Date | January 2024 |
Creators | Etholén, Mikael, Hopstaken, Pim, Nyström, Nathanael, Orlowski, Jakub, Phan, Emely |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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