Solving for Horror with Art
"Design without intent is just decoration" -Jake Hurwitz
"Design without intent is just decoration" -Jake Hurwitz
One of our main pillars for the Callisto Protocol was horror. Here is an example of how I used art to support horror using a specific world building example.
We were creating creatures that were meant to evoke terror in the players. We knew our creatures were humans changed by a virus into a monstrous evolved form. I wanted visuals that supported and matched the language in our creatures.
For the world, I wanted to take that theme ( evolution ) and create a parallel language we could apply to the environment. I found a technology called Generative Design, which is an AI algorithm for optimizing and strengthening man-designed items via evolving iterative loops. The technology would use this evolutionary process and create something new and alien looking. In this way, it mirrored our mutation theme perfectly.
Since the visuals were so foreign looking, it served to further isolate the player - thus meeting our horror pillar goal.
After I narrowed the visual "look" of the language using reference examples, I had the concept team apply it to our world props. We settled on a cagey look that gave our props an industrial feel that supported our prison setting.
Visual noise was a concern - so I specified a usage percentage to the Environment team. One advantage we had is that it was a dark game, so that helped cull the noise too. I was happy that the language didn't draw attention to itself yet was populated everywhere in the game.