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Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

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Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute). Ian Milham Dead Space Art Director. Lullabye Trailer. Outline. Where we started Horror vs. Sci-Fi What We Did Color and Lighting User Interface Environment Design Player Character - PowerPoint PPT Presentation
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Page 1: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 2: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Creating Horror and Immersion with the Art of Dead Space

(which could be canceled any minute)

Ian MilhamDead Space Art Director

Page 3: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 4: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Lullabye Trailer

Page 5: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Outline• Where we started• Horror vs. Sci-Fi• What We Did

– Color and Lighting– User Interface– Environment Design– Player Character– Weapon Design– Enemies

• What Went Right / What Went Wrong• Work-in-Progress Examples• Q&A

Page 6: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

DEAD SPACE GOALS (JAN ‘06)

• Create new survival horror franchise (not a lot of competition compared to market, EA had none)

• 85 Metacritic

• Don’t get cancelled and screw up new I.P. green lights for others

Page 7: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

LET’S NOT GET FANCYRisk tolerance already maxed out before starting:

• New IP vs. Simpsons, Lord of the Rings, Godfather

• Small Team • Almost No engine when we started

• Stylization works against horror

Page 8: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

HORROR VS. SCI-FI ACTION

HORROR

(Little Competition)

Slow Movement, Exploration

Less Combat, More Lethal

Environmental Storytelling

More Mystery

Fragile Everyman Player

SCI-FI ACTION

(Tons of Competition)

Fast Movement

Frequent Combat, Less Lethal

Action Storytelling

More Explicit

Superheroic Ass Kicker

ALWAYS EMPHASIZE HORROR!

Page 9: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

keys to horror art direction

Accessible, Believable, and Relatable• Games already a step behind film “reality”• Not too many logic leaps required • Easy to relate to• Keep magic tech to a minimum (No Lasers or force fields)

Immersive• Once we’ve got them, don’t let go• Don’t remind them it’s just a game

Must Move Away from Sci-Fi Action!

Page 10: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting• User Interface• Environment Design• Player Character• Weapon Design• Enemies

Page 11: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• COLOR AND LIGHTING• User Interface• Environment Design• Player Character• Weapon Design• Enemies

Page 12: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

COLOR AND LIGHTING

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DAVID FINCHER

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Ambient Texture Only

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+ Ambient Occlusion

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+ Lights

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+ Shadows

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+ VFX Light Source Textures

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+ VFX / Bloom/ FSAA

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+ Color Look-Up

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Using color to show progress and build emotion

Page 25: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Using color to show progress and build emotion

Page 26: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Using color to show progress and build emotion

Page 27: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Using color to show progress and build emotion

Page 28: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting

• USER INTERFACE• Environment Design• Player Character• Weapon Design• Enemies

Page 29: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

WHY WE HAVE NO HUD

Page 30: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

Typical game HUD elements were found to work against horror. It killed our believability and immersion.

WHY WE HAVE NO HUD

Scary! Not Scary!

Page 31: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

No World Interface

Page 32: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

First Round

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Added Door Halos

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Added Directional Signs

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WIN!

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Page 41: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting• User Interface

• ENVIRONMENT DESIGN• Player Character• Weapon Design• Enemies

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NEIGHBORHOOD LOOKS

Industrial Public Clean

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INDUSTRIAL

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PUBLIC

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CLEAN

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RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting• User Interface• Environment Design

• PLAYER CHARACTER• Weapon Design• Enemies

Page 63: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 64: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
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RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting• User Interface• Environment Design• Player Character

• WEAPON DESIGN• Enemies

Page 68: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 69: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 70: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
Page 71: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT, SOUNDS EASY ENOUGH

“ACCESSIBLE, BELIEVABLE, RELATABLE, and IMMERSIVE”

• Color and Lighting• User Interface• Environment Design• Player Character• Weapon Design

• ENEMIES

Page 72: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)
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Outline• Where we started• Horror vs. Sci-Fi• What We Did

– Color and Lighting– User Interface– Environment Design– Player Character– Weapon Design– Enemies

• WHAT WENT RIGHT/WHAT WENT WRONG

• Work-in-Progress Examples / Q&A

Page 78: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

RIGHT: PUSHED INTERNAL PR HARD

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RIGHT: 3D CONCEPT ART

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RIGHT: 3D CONCEPT ART

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RIGHT: DID LESS, POLISHED MORE

• Polish and Presentation highest scoring aspects of DS• Controlled what problems we tackled• We cut off rendering features early.

– Relatively modest rendering (no HDR, basic shading)– Artists had final tools early, learned them well

• We cut off content early– Engineering Alpha 4/18– Content Alpha 5/31– Content Lock 7/31 (No A or B bugs)– Audio Lock After Everyone else (huge win)– Ship 10/14

• Tons of Focus Grouping, time to properly respond

Page 82: Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)

WORK IN PROGRESS EXAMPLES / Q&A

• Dismemberment Prototype (Spring 2006)• Xbox Whitebox Capture (Summer 2006)• Pregnant Necromorph Pre-Viz (Winter 2007)• Lurker Necromorph Pre-Viz (Winter 2007)• Leaper Necromorph Pre-Viz (Winter 2007)• Infector Necromorph Pre-Viz (Winter 2007)• Grabber Necromorph Pre-Viz (Winter 2007)• Greenlight Demo Capture (Spring 2007)

Thanks!


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