Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger
Introduction Who the hell are these guys anyway? What is Darkwatch? Darkwatch video
Lecture Overview Fear in Theory Powerful Tools Principles to Remember Production Challenges
Fear in Games Business is good! Some game franchises continue to scare us, game after game! The Resident Evil series has sold over 27 million units worldwide
Fear in Media How do We Interpret Fear in Media? Books Movies What makes Games so Special? Draw Parallels NOT Direct Examples
Why Create Fear? Why do you want it? How does it contribute to your game? Story Character Setting Gameplay Marketing
Unique Genre Challenges Powerful Player Shoot First Mentality What are they Looking at?!? Pacing Expectations
Powerful Tools (at least as far as we can tell!) Audio Disempowerment Visuals Lighting POV experience
Audio 1-offs Music Universal signals Player audio Player Mechanics Silence
Disempowerment Direct vs Indirect How do we set up disempowerment? What is there to take away? Ammo & weapons Abilities Senses Movement Room to Move Time
Lighting Unsettling lighting Shadows Tonal Lighting Lighting changes Player lighting
Visuals Design aesthetic Character Design Character Animations Cognitive Dissonance Visual Trickery
POV Experience HUD Changes Setups keyed to POV Fullscreen FX Gamespeed Changes Warping Reality
Principles to Remember Timing Cognitive Dissonance Comprehension Limits
Timing & Pacing What’s the difference? Timing’s keystones are: Anticipation Release Shock!! Effective Pacing
Comprehending the Danger The player needs to get it Simple Rules for the player
Cognitive Dissonance Mess with expectations Identify with normalcy but twisted Inanimate objects doing things they shouldn’t Things sounding familiar but…not
The Limits Use Discretion Use All of the Tricks Accept that you can’t scare everybody all the time
Production Challenges Unique content Prepare your producers for one-off content The most effective tools will be the ones least repeated Asking for the right tech Be clear what you want and when you want it For example, trigger activation based on where the player is looking at Every facet counts Audio integration, the unwanted stepchild
Production Challenges Level layouts These experiences do not exist in a vacuum – the level needs to build up to the moment & release Players can break the pace
Production Challenges Creating a Vision Challenge of creating a vision and then getting everybody to buy into and contribute to it Faith in Minimalism Sometimes all you need is audio Choose your battles Avoid making your favorite sandwich
Tech & Design Exploration Short video demonstrating several elements of the talk
Summary Why create Fear Unique FPS challenges Powerful Tools Principles to Remember Production Challenges
Questions? Contact Information: Brent Disbrow – Matt Tieger –