Overview
The design of 'Necrophosis' focused on rendering a decayed cosmos, intended to externalize an internal conceptual landscape. This involved developing an aesthetic framework to translate abstract or subjective experiences into a concrete visual reality within the game's environment.
Research Context
The project aimed to construct a game world that embodies a sense of decay and internal thought. The designer stated, "It feels like a world in my head," indicating a deeply personal and conceptual genesis for the game's setting. The objective was to create a tangible representation of this internal world, characterized by an aesthetic of decay, within a game format.
Approach
The approach to designing 'Necrophosis' centered on an artistic vision that sought to manifest an inner world as a decayed cosmos. This involved a process of visual interpretation where abstract mental constructs were systematically translated into graphical assets and environmental elements. The design decisions were guided by the goal of making this internal world perceivable to players through the game's visual structure.
Findings
The design process resulted in a game environment that visually represents a decayed cosmos, originating from an internal, conceptual space. The creation of such a world demonstrated the capacity to externalize subjective experiences into a constructed digital reality. The aesthetic choices employed were instrumental in establishing a consistent visual language that communicates the intended themes of decay and an 'inner world' to the player.
Why This Matters
This design approach highlights how video game development can serve as a medium for translating abstract personal visions into interactive experiences. It demonstrates a method for constructing immersive environments that reflect specific aesthetic and conceptual intentions, derived from an individual's internal landscape.