Dev Diaries: GRIM Project – Aesthetic Progression

In this post, I’ll be focusing on the aesthetic changes that went through G12-iM game, specifically throughout the testing we did, dubbed as Rapid Iterative Playtesting (RIP). The following images are a sort of a scene comparison from testing day 1 until the latest built of the game. We conducted 3 RIPs, over the period of 3 days, respectively.

Level 1 - Scene Comparison

Level 2 - Scene Comparison

Level 3 - Scene Comparison

Level 4 - Scene Comparison

Level 5 - Scene Comparison

Level 6 - Scene Comparison

Level 7 - Scene Comparison

Level 8 - Scene Comparison

Level 9 - Scene Comparison

Level 10 - Scene Comparison

Level 11 - Scene Comparison

Level 12 - Scene Comparison

The aesthetic of the game, are of a prison-like factory. For instance, it incorporates the metal barred doors. For the switches door design concept, a door with prison doors characteristics, yet has a factory-door feeling to it too. The prison doors, are metal bars doors, holding the prisoners in from the outside world. They can only see through them. The factory doors are bulky mechanical doors, they’re built to lock noise in, and for safety measures are rigid and strong. The door design we have used for the switches door, is a rigid door with bars. Once the door is activated, the bars slide into the floor, and the metal panels of the door are retracted into their own side of the wall, right/left.

It incorporates the second-floor walkways, as well. In a prison environment, guards/prison security officials use those second-floor walk ways to keep a watch on the prisoners. They shouldn’t do “wrong” things, or they’ll be punished, by the prison rules. In the game, the second-floor walkways are to give the impression that these robots are being watched, observed, consistently. An eerie atmospheric element, to make the player wonder about the environment, and the secondary world.

Prison Inspiration

As for the factory environment inspirations, the levels incorporate the machinery, pipes, tanks, gears, crushers, conveyor belts, and storage boxes. The “motivational poster”, can be seen in a few levels, on 1 – 6 – 9 and 12. These were inspired from Portal 2 and Oddworld Abe Oddysee. In those particular games, I loved how they used posters and wall scribbles to to convoy the message. Like whispering a secret to the attentive gamers. So I wanted to include that in G12-iM, in the posters and the machinery screens.

Posters Inspiration

Posters Inspiration

Text Samples

Samples of the “motivational posters” text. Some were used in the game, some weren’t.

 

This concludes the aesthetic level progression and the research for the prison-factory environment that was used in the game.

Cheers,
F

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2 thoughts on “Dev Diaries: GRIM Project – Aesthetic Progression

  1. Pingback: G12-iM Playable Prototype | Caramel Party w/ GLaDOS

  2. Pingback: G12-iM Playable Prototype | Caramel Party w/ GLaDOS

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