The project would mainly cover the concept of lighting and design of a game that takes place in an abandoned space-station. I want to explore how lighting could potentially affect and drive the experience of a space-type game through concept art. The general atmosphere of the game surrounds the fact that the player/character is stuck in this space-station, which is damaged and in need of repair in order for survival. The player would also be “haunted” by aliens who have ghost-like properties. These aliens, will make the player feel like he/she is being haunted but the aliens are actually hunting the player for sport. For these reasons, the lighting would be dark and somewhat monotone, with some highlights of different colors to accent different parts of the station's insides.
Different parts of the station would be missing air, which would require different types of suits or the use of a repair robot. These would require power, which is limited on the space-station. Also, the space-station would be located in (or nearby) an asteroid field. If the player chose to go outside the station to repair a certain part, they would experience a change in lighting and new dangers to face. The lighting would have a very important use outside the station. The contrast of the shadows on the station would direct the character/player to the place where the station needed to be repaired. Although, in some cases the shadows could be used to hide specific parts of the station to add difficulty. The asteroids would provide more "mobile" shadows that would move around on the station's exterior. The asteroids would also provide events where they could impact the station and throw the character/player off the station if they aren't secured.
Main Concept:
The player is the only space scientist/astronaut left on an abandoned space station. The station is broken-down and loosing air. (This takes place in the middle of an era of space exploration and expeditions). Also, ghost-like aliens have infested the station and are hunting the player.
The player's perspective will be first person. The player will only be able to see his/her hands. The player's gender will most likely be ambiguous so that the player may be able to place themselves into the shoes of the character they are playing. This will help to immerse the player into the game and give more possibility to the chance that they would become more scared as the game progresses.
Player Goals:
The player has these four mission goals:
Obstacles:
These obstacles will try to counteract the missions. They are meant to make the game harder.
These will influence story line and game play. Also will influences the lighting of the game/setting at current times.
Electricity/Power:
Environment Mechanics:
The Helpful Droid Mechanic:
Other Mechanic(s):