journal 2013.12.09
(2013 FALL, itp, PDS)

after mulling over what the pattern shapes i wanted the graphic assets to be a strange realization hit. i am abstracting a system in nature… why am i trying to portray these things to it’s literal form? so i thought about simple shapes and geometry… thought a little about works by tony smith and yayoi kusama and tried to figure out what the point of those shapes meant and their function.

so i simplified them and it’s almost embarrassing how i made this realization last week. the next task was my issue with color.


the biggest mistake was looking through color swatches… again, i needed figure out the importance of color and why i needed it. pretty obvious… and rather embarrassing to admit to this mistake.

what i needed:
– 2 colors for the player to switch
– these colors should contrast one another
– 2 colors for a background
– one of these colors should be red- direct correlation for danger

everything else outside of this was superficial… but in a way necessary to create visual atmosphere. i wanted small things to happen while the game was going on. tiny creatures appearing and moving in a playful manner. during a playtest session, norah mentioned how she wanted to interact with those creatures so i thought it was important almost everything in this environment to be responsive towards the player- even if they were subtle.

as of now… it is working but it’s not at a final place. but there are some fun things happening. hopefully… it’ll be an enjoyable experience.

[btw- this could not have been done without brian s chung.]