Overview: |
As environment designers for video games we are like actors and actresses we are playing a part, and expressing other characters and personalities. The biggest difference is the palette we use. An actor or actress uses their own bodies as their palette to express themselves, we use the environment as ours. nIn this talk Miriam Bellard uses design theory, psychology and neuroscience to explore visual storytelling and explain what works and why, and how to communicate with the player. Her talk covers concepts such as affinity and contrast, gestalt psychology, behavioural traces, associations and metaphors. She uses examples from GTA V DLC, and the real world.
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