How do games create fear?
Автор: Andrew Chambers
Загружено: 2024-09-13
Просмотров: 856
In this video, we break down how Feed the Deep, a minimalist 2D underwater exploration game, uses smart and subtle game design to create tension without overwhelming the player. Designed by Luke Muscat, Feed the Deep proves that you don’t need complex graphics or massive monsters to keep players on edge. We’ll explore how the game’s use of light, sound, and limited controls build a constant sense of dread, and how its oxygen system and procedurally generated levels keep the tension high.
From shrinking visibility and a sluggish flashlight to the tough choices between gathering resources and survival, Feed the Deep offers a masterclass in how to create anxiety and tension in simple games. Whether you’re a game designer or just curious about how minimalist games can keep you hooked, this analysis will offer valuable insights into the power of simplicity in game design.
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Links to stuff and stuff:
Camera - https://amzn.to/4jguH0X (Amazon, Earns Commissions)
Microphone - https://amzn.to/40hdywm (Amazon, Earns Commissions)
Headset - https://amzn.to/3Pm5Gne (Amazon, Earns Commissions)
Audio Gear - https://amzn.to/3PolBRK (Amazon, Earns Commissions)
You can get Feed the Deep by @lukemuscat here:
https://store.steampowered.com/app/23...
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