Here I have compiled all of the visual research that I will implement into the development of my preproduction work. These will help me plan and imagine how the 3D outcome will look. Overall, I would like quite an illustrated style, cartoony, fictional looking but somewhat realistic (like the benchmark below).
1.
This is the style of 3D model which will be my character benchmark, however, if I gain the time I would like to add a little textured detail, especially to the face. I will have to figure out what to do about the hair as I have not modelled hair before: helmet? Or just learn quickly https://www.artstation.com/artwork/DAL5A
2.
Benchmark environment:
https://www.artstation.com/artwork/lVdrge
Find more.
3.
These images are from the Art Station account Patrick Martens, the piece is called ‘Whiteout‘. https://www.artstation.com/artwork/8zX1m
4.
The next source of inspirational is more focussed on the feel I intend the audience to get from the environment. I do not want to simply maintain a haunted house mood but a room in which it’s eeriness makes you want to leave it. This is what I originally had in mind, however, I feel that I do not want to create a horror game. The best way that I can describe what I have in mind may be to use Hideo Kojima’s Death Stranding game (2020) as an example.
I love the sci-fi feel of the unknown within this game.
5.
The environment composition should look something like this:
The piece is called ‘Haunted Château‘ by the Art Station account Amber Marie Edwards. https://www.artstation.com/artwork/nQW8xe
6.
While on the subject of making my audience want to leave the environment because of the eery feeling, there is no other game that I have found to give the audience this feeling that Hideo Kojima’s Silent Hills P.T. video game. My concept may be lacking considerably in comparison to Kojima’s game since I will not completely undergo the horror/ thriller theme with jump scares (amongst other things).
Within this game, the player has a first person view (exaggerating the horror factor) and has to escape the building which consists literally of just a corridor and a few rooms. There are plenty of doors to move around between, one of which, most annoyingly, is the front door of the house (of course it is locked). At the end of the corridor is a door in which the player walks through and loops back to the door at the start of the corridor- the audience is literally trapped in this map. It’s a brilliant design! Most of the times you loop through the map it changed, objects are moved or smashed or there may be foreboding figures anywhere in there with you.
7.
I found this 3D model, by Dennis Wormgoor on Artstation ‘SHC Old Factory hall’, which best describes the environment I imagine. Mine, of course, will have low-key lighting and be more foreboding than this bright scene but the layout and style of architecture are very similar.