For this task I had to create and present a presentation on how developers create mood and atmosphere in a virtual environment. The three virtual environments I chose was Planetside 2, Valiant Hearts and Elder Scrolls V: Skyrim.
The information I gave in the presentation was based on primary research on my experience playing these games. But I also did some secondary research on gathering examples of game footage and tunes from the games. I did this so my presentation has some examples in it from the games I talked about.
I thought my presentation went well but I do think I should have spoken louder, I did speak towards the audience clearly but not loud enough. I also should have stayed on topic because for the Planetside 2 bit I started to talk about the factions in Planetside 2 and not on the atmosphere or mood.
Colours are bright and futuristic. The colour of each faction represent the meaning of each faction. Red = action Blue= trust, loyalty Purple= science
Sound, there isn’t a lot of background sound like music the game sounds are focused on what is going on around you.
Through most of the game, the colour is dark, mainly a browny grey. This was done to capture the mood of the WW1.
Same with the landscape, its all demolished and muddy.
The song/main theme also captures the atmosphere because the theme is not cheery one but its calm.
Skyrim uses diegetic and non-diegetic spounds to create an atmosphere, for example before you are attacked by a dragon you hear it roar then you get music as it attacks.
But Skyrim is a brightly coloured game. This was done to make people adventure through the world and explore everything. the cave systems are dark and spooky and some of the music that plays just boost the atmosphere.