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Den ansiktslösa skräcken
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2018 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Detta kandidatarbete uppmanar till att upplysa andra kreatörer om normkreativitet inom skräckgenren. Denna genre har kommit att bli ständigt upprepande när det kommer till vissa skräckelement. Genom att arbeta kring den arkitektoniska atmosfären som huvudingång till att skapa nya koncept i skräckgenren, har vi därmed utvecklat ett digitalt spel som testar att ta bort antagonisten ur spelet och enbart baserar skräcken på atmosfären. Metoderna som använts för att utföra och inspirera gestaltningen har varit en visuell spelanalys, “The 4-layers approach” och modulär level-design. Resultatet av vårt digitala spel berodde helt på om spelaren skapade en tanke av att en antagonist existerade medan i vårt fall var fienden egentligen bara den arkitektoniska atmosfären. Den svåraste biten med detta kandidatarbete var att skräck är en sådan subjektiv genre och spelarna kommer att reagera olika, om ens alls.

Abstract [en]

This bachelor thesis aims to encourage other creators in norm creativity within the horror genre. This genre has become ever-repeated when it comes to certain horror elements. By working around the architectural atmosphere as the main entrance to create new concepts in the horror genre, we have developed a digital game that tries to remove the antagonist from the game and only bases the horror on the atmosphere. The methods used to execute and inspire the design have been a visual game analysis, "The 4-layers approach" and modular level design. The result of our digital game was entirely due to the fact that the player created a thought that an antagonist existed while in our case the enemy was only the architectural atmosphere. The hardest part of this bachelor thesis was that horror is such a subjective genre and the players will react differently, if at all.

Place, publisher, year, edition, pages
2018. , p. 44
Keywords [en]
Horror, antagonist, level-design, architectural, atmosphere, norms
Keywords [sv]
Skräck, antagonist, level-design, arkitektonisk, atmosfär, normer
National Category
Media Engineering Philosophy Design
Identifiers
URN: urn:nbn:se:bth-16368OAI: oai:DiVA.org:bth-16368DiVA, id: diva2:1216186
Subject / course
ME1588 Kandidatarbete i Medieteknik, 30 hp
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2018-06-13 Created: 2018-06-11 Last updated: 2018-06-13Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf