This thesis presents a formal comparative analysis of how the level design in The Last of Us Part 2 uses lighting and set dressing to suggest whether an area is safe or dangerous. The study's findings are relevant to developers of action survival games with elements of horror which are story-based and want to create a solid immersive experience with lighting and set dressing. The research gathered data on lighting and set dressing components in eight game levels.The elements analysed regarding lighting were evenly lit, high-key, low-key, red light, and flashlight. The elements analysed regarding set dressing were decals, overgrown vegetation, fungus and dead bodies. The analysis involved a mix of contextual observations as well as a discreet count of certain elements.A comparison was made between the safe and dangerous levels to understand if the game uses consistent visual language in lighting and set dressing to suggest to players whether a level is safe or dangerous.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-504470 |
Date | January 2023 |
Creators | Grepl-Malmgren, Luka, Hallenbom, Linnea |
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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