Antichamber
- Antichamber is a game that I've spent many hours in which revolves around psychological genre and puzzle game. Spent the time to look around the game itself and admired the thought process of the developers on how to design a game level that dives deep into the players mind. This is the kind of aspect that I want to achieve in my VR/AR development. I believe smart design would play a heavy role in my development and looking into "how am I going to tap into the user/players psychological aproach to the game?" this may not be the best question to ask myself but its a starting point.
Studio Ghibli
- Recently started watching some films from Studio Ghibli, yes it's weird that I only started watching them.. but the take away here is admiring the environment design, colour pallete use and storytelling. Looking into the film Spirited Away for its meaningful story as the main character enters in a world of the spirits which made me wonder in a self interpretation they have died and moved across the afterlife. This could be an aspect that I can utilize or apply in my way of storytelling.
By Kim Dela Cruz
Email Kim Dela Cruz
Published On: 16/03/2020