Camera techniques
[NOTE: Before change to VR]
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After settling on the idea of using anxiety as my essential experience for my game we had a lecture in which we looked at camera techniques which sparked an idea in me to be that throughout the game through the use of different camera angles like panning, crabbing etc. the entirety of the player would never be seen in one scene, meaning only sections of the player would show at any one time in cutscene situations and the gameplay would be set in first person.
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I decided this because I found online a type of anxiety which is triggered by the fear of the unknown and the lack of knowledge you have on a subject it is most commonly seen in soon to be mothers who worry about the unknown of giving birth but can also be applied to every day situation for some individuals.
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Below is a storyboard I created after the Puzzle making workshop we had which is an rundown of that puzzle but this puzzles cinematic elements as well as gameplay plays into the fear of the unknown due to the use of certain camera angles.
[NOTE: Before change to VR]
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The storyboard walks through an idea for the games opening scene it starts by using a close up of the house where you can only see the main part of the house you cannot see the top of the roof enhancing the fear of the unknown as your not really sure how big this building is, Then next it fades inside and a camera crabs along the floor to reveal a bottom of a bed frame and two feet appear and walk off, the camera is then thrown over the characters shoulder whist they look at a huge list of tasks that they have to complete, gameplay then starts with the camera being in first person only seeing the characters arm furthering the fear of the unknown to create anxiety about what this character looks like, when the player complete tasks the area of their body that's interacting is shown like how is this example the foot is shown when using the fire pump and finally due to the sheer amount of tasks the character has to complete they will most likely fail and the camera will focus on the eyes of the character which portray shock.
UPDATE - Change to Virtual Reality
Although the above idea is a great idea after careful consideration when the idea of VR popped into my head i have decided to go with VR despite not being able to use any of these camera angles due to the first person nature of VR and not wanting to make the player feel motion sick. I changed because as a stimulatory experience of different anxiety types and triggers i thought it wound be more immerse of an experience if the player could see through there own eyes and interact with the objects instead of looking at a monitor and pressing a keyboard button, we do unfortunately lose the cool concept of using multiple camera angles to enhance the anxiety of the unknown however, but I think that the first person element of VR still gives of this fear as you still are unaware as to what the player looks like at least.