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Visual Narrative

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Mise-en-scène?

Mise en scène is simply the arrangement of scenery and stage properties in a play. Translated from French, it means "setting the stage" but, in film analysis, the term mise en scene refers to everything in front of the camera, including the set design, lighting, and actors.

Mise-en-scène Environmental Influence

One of the main goals/requirements for creating a successful environmental within a video game is understanding it's potential for  storytelling and how it influences the viewer. Below are some examples where mise-en-scène can be used to reinforce this process:

 

When trying to embed and create significance in locations that hold noteworthy information within the mise-en-scène of a scene and when creating an environment, it can provide important/crucial resources for players, in which they are subjected to the surrounding's mise-en-scène by utilising and relying on their surroundings. Within environmental design, this technique is used almost all the time and is one of the most relevant because it can be used to hold certain forms of information placed in to achieve a certain intention, this could be anything from a particular pickup within a scene, or an item signifying some background plot that isn't required to progress in the game.

 

Game spaces are often used and employed as a way to hold and express certain types of information, which aren't at first simply given away, usually requiring and intriguing the player to find and decipher. By using this form of environmental storytelling, the mechanic allows narrative information to be conveyed to the player via evoke narratives because the player is making sense of them in order to engage with them, through a comprehension of signs and interaction with them, the player generates new meaning” (3). Here he essentially states players can progress a narrative by discovering it in the game space and giving meaning to the discovered information. However, environmental storytelling has a significant limitation; it almost never tells ‘the whole story’. As the term and this discussion suggests, the focus is on how spaces play a role in the generation of a narrative experience for the player. But this emphasis on spaces and spatial stories proves that environmental storytelling is only part of the wider process of storytelling in games. Classic forms of storytelling such as written text and dialogue between characters fall outside the realm of environmental storytelling. In reality almost all videogames make use of these classic forms, and very few, if any games make exclusive use of environmental storytelling as primary way to tell a story and some the games that do are created in an experimental setting (Bevensee,, et al. 2012). Therefore it should be noted that a game space can only ever tell a small part of a narrative, but almost never a complete story

Mise-en-scène Within Video Games 

Mise-en-scene has a variety of different aspects that when combined together, it can form and influence things such as the setting/environment, lightning, placement of actors and props and the characteristics of characters. When looking at the similarities of mise-en-scene in video games to the more traditional theatre scene, there are some significant clear examples. The main example are camera viewpoints, as they are very similar in that their composition is going to be assorted depending on what is going on within the scene at that time. When designing simple viewpoints like this, they can add a lot to the storytelling aspect. Attributes such as the Camera angles and movements, composition, colours and lighting, will be all utilised and considered when creating this apocalyptic game. Even different locations within games can add lot of little details that add to the characterisation which as a whole helps the user move forward. Creating a game with the same thinking processes of creating a film, can lead to a unique and usually positive experience when playing video games.

The mise-en-scène informs the user everything about the atmosphere and gives the designers making the environment an incentive to fabricate and implement emotions within their scene. This is most commonly done by arranging elements on screen in a certain way, developers can create mood, atmosphere, tension and conflict in the scene view. The difference between mise-en-scene within games and movies is that a movie projects its images in an immutable sequence, while a game presents a branching tree of sequences and allows the player to develop his/her own story by making choices at each branch point.

Visual Narrative Analysis - "Micro Case Studies"

Outside the vast and expansive games industry, there are countless amounts of different mediums and genres in which they possess their own methods and ways which can influence a certain outlook or meaning to an audience. In this case, I am looking simply at a few different images from either a Television series or a film. Outlooks or morals can be expressed in a multitude of different technical processes, in which my task is to enlighten this and express all of the environmental details put into a scene and answer/evaluate about what the story is and to dissect the surroundings and see what I find. This same attitude can be used not just within films, but even writing and games too. These are my findings below:

Moodboard Inspirations

During these early stages, I took time to gather a creative insight towards the Apocalyptic and post-apocalyptic sub-genre. By researching a diverse and substantial quantity of assorted media, I have been able to explore this sub-genre through analysing this science fiction in the form of realistic environments, science fantasy concepts, dystopian realms and even documenting other artists' extrapolations. In the Moodboards below, contain set dressing images from films, games and other digital art pieces, I feel these fit a certain style and can impact/emphasise my intentions and creative concepts.  

Moodboard Inspirations

Starting with my first Moodboard illustration, this contains a form of Post-apocalyptic fiction that seems to be set within the current day or near future. Additionally, each concept can be seen to contain a story and can be interpreted similarly to, as an example a written narrative form. A few examples this may be relevant is how the dissection of a scene can uncover a unique and often overlooked outlook/view, this is called symbolic representation. Most dystopian environments usually express a pessimistic view of the present anyway, and will generally result within or after a cataclysmic event, depending on the outlook you want to imply.

The most common post-apocalyptic game genre that appeals to audiences who like action and adventure. Most apocalyptic stories that I personally prefer is how there is a need to survive along with the main character/'s, and go through all their adventures. However when playing games, I feel there is a need to dissect down the environment and search out props and hidden symbolism within the level design.  Additionally, within this moodboard above, there is the distinct appeal of extreme weather, and human-made destruction. I find these different concepts appealing because there are so many different educational and technical skills that can be used to non-intrusively convey meaning of an event or thing, this could be through things like perspectives, colour theory, symbolism. 

Moodboard Inspirations

Secondly my next Moodboard illustration, contains another, but different form of Post-apocalyptic fiction that seems to be set within the modern, victorian era or near future. Additionally, each concept contains a story and can be viewed very similarly to a narrative form, a few examples this may be relevant is how it can employ a unique and often overlooked outlook/view on a scene, this is called esoteric language. Most dystopian environments set within this time frame usually express a pessimistic view of the present, and will generally result within or after a cataclysmic event, depending on the outlook you want to imply. There are a plethora of different types of environments that I feel can be used to convey different meanings. 

Apocalyptic literature has

Moodboard Inspirations

Finally my next Moodboard illustration, contains another, but different form of Post-apocalyptic fiction that seems to be set within a modern American scene, traditionally used in popular AAA games such as The Last Of Us. 

 

Additionally, each concept contains a story and can be viewed very similarly to a narrative form, a few examples this may be relevant is how it can employ a unique and often overlooked outlook/view on a scene, this is called esoteric language. Most dystopian environments set within this time frame usually express a pessimistic view of the present, and will generally result within  or after a cataclysmic event, depending on the outlook you want to imply. There are 3 types of environment within this moodboard.

Click the gallery for in-depth analysations.

Video Game Case Studies

Within the vast and expansive games industry, there are countless amounts of games and different genres in which they are all different and possess their own methods and ways which can influence a certain outlook or meaning to an audience, this can be expressed in a multitude of different technical processes, in which my task is to enlighten this and express all of the environmental details put into a scene and answer/evaluate about. Why the inhabitants are doing what they are doing? What are their goals/plans? What is the story and who established it. Where the place it set in the world, how do the inhabitants function, any threats? Below is a Visual Narrative Case Study of video game "Half-Life: Alyx". Within the various analyses below, I will depict and deduct a story from a scene in order to demonstrate my visual narrative capabilities.

Introduction - What am I analysing? 

Starting off my case studies, I will be referencing and analysing a short showcase of the opening chapter called "Entanglement". Within this starting chapter, you as the player looks out over the horizon to drink in a perfect view of a building called "The Citadel", a towering superstructure which serves as the head of operations on Earth for the oppressive Combine empire. The first things the level will provide to you will be a few loose objects, a radio, and an abundance of unworldly activity. The dystopian environment possesses a plethora of critical and significant aspects of level design, this as an example is through their creative use of props within the scene, building structures, viewpoints and less noticeable clues of lore scattered around the walls of buildings. Below is my reference video:

This video is made by Youtube Channel "UploadVR":  https://bit.ly/3gtoBep

uploaded in 23 Mar 2020. 

They are a channel that have devoted their content around the VR genre. They make content such as news sources, reviews and gameplay for all new VR games and take pride in their work as a community.

When was this place set?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

It looks to be set in kind of modern day, but has technology from about the late 1980’s, so it’s questionable. Because of the dystopian invasion going on, I don’t think that there’s been much of a chance for human society to create more modern things.

How far in the future is this set? Why do you think that?
Half life Alyx could be set in 2013 as the first game was released in 1998, and half life 2 is set 20 years after the events of the first game, making it 2018. and half life Alyx is set 5 years before half life 2, which makes half life alyx set in 2013. Due to the aliens invading in 1998, human technology and architecture is halted to the 90s and is being slowly replaced and enhanced with alien technology. The alien vehicles and creatures all have some organic parts to them as if they are creatures that have been mechanically modified. (which is the case due to the stalkers which used to be human. 

How long has it been abandoned for? Why do you think that? It doesn’t look abandoned it looks invaded. Humans live on rations of plain nutrient blocks and water supplied by the combine. And a strider can be seen constructing more alien devices on the buildings. Civilians are kicked out of their homes and beaten by metro cops.

Where was this place set?

Now that I have started off the fundamental structure for my case study analysis, next I decided to dive deeper and attempt to deduce- the characteristics of the scene for everything that surrounds where this place is set. These were my findings:

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Who is in the scene/what do they do?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

Based of the setting, I believe that the people who once inhabited this city were families filled with wealth due to the area they have been living in. Personally, I believe this idea comes from the style of buildings. Some give of the feeling of apartments, with the inclusions of multiple windows and some even including space on the roofs. However due to the events presented within the game the buildings look rundown, messy and dull compared to what their pre apocalypse counterparts may have looked like, this could be because  no one is living in the area anymore and abandoning their homes.

The people who now roam the streets of this terrain could be seen as survivors, those who are presented more messy and hard working due to their lack of supplies and desire to combat/ escape the terrors presenting itself. 

What is in the scene?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

Half Life Alyx was a Hacker and a Mechanic that worked on future tech and technology, Alyx’s knowledge of technology makes him very good for hacking. Assets such as the radio was fitted with futuristic fans and technology to cool the radio. Therefore, demonstrating that Alyx has a creative mind and a passion for technology. 

(Why)Motives / Plans for the inhabitants?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

As you can see from the robot attached to the building, we can tell that it’s used to place and manage cables around the city for power. I believe these robots are fighting against the remaining humans, however we can clearly see that people can control these things which has connotations to linking back to the various designs and blueprints of the robots we can see around the house. This illustrates the human’s understanding of their foes and demonstrates their rebellious and crude attitude when attempting to manipulate/control the tech around them. Linking to the landscape’s atmosphere and structures, there seems to be a link to a European urban area containing wires and cables fabricated to give a advantage to the rebellious group.

How do they communicate/survive?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

Food, water, luxuries, tools, tech & equipment, weapons, fuel etc…

Water flavoured nutrient paste Provided by mysterious alien menace(You can tell the nutrient paste is being provided by the oppressor as the paste packaging is neat and tidy in comparison to the rest of the props which are dirty and grungy)

 The form of communication is through radio frequencies as the communication line has been taken over by the oppressor.(You can tell the radio is used by a resistant fighter as the radio has big fans on the top of it that they have clearly applied it themselves.)

(IS)Any threats? How does the  overall environment tell a story?

To start off my analysis, I decided to start off to discover and encapsulate the characteristics of the scene for everything that surrounds when this place is set. These were my findings:

The biggest threats that we could see were the robots that were seen climbing the building, this was a threat because we don’t know what they are or what they’re for. There is also a massive tower that overlooks the world that is connected to all the other houses, and we don’t know what the tower is for or why it’s there. The overall story might be that robots have taken over the world and have developed over time to be able to start to take over. 

So what have I learned?
 

What visual clues did you find most interesting or exciting in the imagery you looked at?

 

Why?

 

Why do you think visual narrative is such an important thing to put into games?

The biggest threats that we could see were the robots that were seen climbing the building, this was a threat because we don’t know what they are or what they’re for. There is also a massive tower that overlooks the world that is connected to all the other houses, and we don’t know what the tower is for or why it’s there. The overall story might be that robots have taken over the world and have developed over time to be able to start to take over. 

Important Narrative Principles

The term "Narration" generally means the art of storytelling, and the purpose of narrative writing is to tell stories. Any time you tell a story to a friend or family member about an event or incident in your day, you engage in a form of narration. In addition, a narrative can be factual or fictional. simple, direct, transparent writing that takes the reader right to the thing that happened. Strong narrative prose is distinct for its muscular verbs, its precise language, its passion, its evidence that the writer is paying more attention to the story than the thesaurus

In terms of narrative principles here are a few examples that I will be utilising and looking into:

Character Narratives - The Heroes Journey

First off,  the author who is primarily responsible for identifying and formalising the concept of the heroes journey is called Joseph Campbell. 

Alternatively the other term and most commonly known alias is called the Mono-myth theory, this is composed of three major phases, departure, initiation, and return. In total there are 17 Stages. One important structural feature is it's cyclical, repeating nature. There was another individual after Campbell called Christopher Vogler, he used Campbell's theories and altered them and focused them down to a series of narrative structures and "character archetypes", described through mythological allegory/symbolism.

One of the major differences between Vogler and Campbell's diagrams is that Vogler tries to force Campbell’s methods into a rigid,  linear, 3-Act progression. This is different to Campbell’s initial ideas as this goes against his original structure. There are some similarities which include elements such as the Refusal of the Call to Adventure coming before Refusal of the Call to Return, but many elements of Campbell’s plot structure can happen in at the same time, before or after other ones.

From the Film Star Wars Episode 4: A new Hope describe the point that would match with a call to adventure? Min 50 words

The call to adventure or action, is the stage in which protagonist Luke Skywalker stumbles upon a surprise, encrypted message, which forebodes a mysterious and enticing call to adventure. Within companion R2-D2 this message is found, it explains to the protagonist what awaits in which initially leads to Luke refusing, but later decides to assist. His newly founded plan is to help female companion must help rescue Princess Leia from the possession of antagonist Darth Vader. It is this event that forges the protagonist's call to adventure.

From the Film Star Wars Episode 4: A new Hope describe the point that would match with the ordeal? Min 50 words

The stage in which this is the "ordeal" would be when protagonist Luke Skywalker is beginning to leave the safety and "captivity" of his so called home, and learns quickly the harsh conditions when this haven is attacked and therefore loses his relatives. After this he proceeds to follow a Jedi to pursue his adventure. 

However a similar circumstance can also be interpreted as the "ordeal". This is seen when companion/mentor Ben Kenobi aids the protagonist in sabotaging the antagonist's habitat or "Death Star" as it is called. He is caught in an "ordeal" as a battle takes place and dies heroically at the hands of antagonist Darth Vader in front of protagonist Luke. Other than this, their plan still succeeds and gives Luke further determination to proceed in his quest.

From the Film Star Wars Episode 4: A new Hope describe the point that would match with the resurrection? Min 50 words

The point of resurrection or in some cases "return" is when main protagonists return to the world they initially left to embark on their journey. Meeting familiar faces with the quote "It will be like old times". It can also be symbolic of their original mindset that they once knew. This resurrection begins when the final battle takes place between the Rebellion and the Empire. Protagonist Luke put in charge of a Squadron, avoiding various fire from the antagonist and the empire, they manage to destroy the Death Star with aid from passed mentor Ben Kenobi, with a last minute "redemption"  and takes down the ship. After this they symbolically return to their old crew and celebrate, when shortly after to finish, the protagonists are given a medal for their valiant efforts.

Correlating the heroes journey within video games is definitely possible, there are a few games that in my opinion follows the traditional heroes journey/Monmouth near perfectly. As an example in the following games there are always habitats or direct worlds that the traditional heroes inhabit and live in. For Star Wars it's Tatooine. As an example in the Zelda games, Link is always a simple boy, who lives a simple, rural, or forest existence and for the Mario series it's The "Mushroom Kingdom". This paragraph represents "The Ordinary World".

Now that the environment has been established the next most common event to happen is when the Hero receives an invitation to venture to an unusual world. For Luke Skywalker it comes in the form of an encrypted hologram from a Princess as said before. For Frodo in the Lord Of The Rings it's a visit from wizard Gandalf. For Link in the Legend Of Zelda it's  when he is met by a mysterious fairy then embarks into various environments such as dungeons and forests. This stage is called "The Call to Adventure".

As said before in the star wars film, Luke Skywalker's mentor is Ben Kenobi. However in the Zelda games and some other RPGs, they most commonly feature either a master or training scene to start as the basic tutorial, being taught by a person of high status or hierarchy. With Link, he usually starts every game learning to sword fight with an elder warrior, this person has already been on their own hero's journey. Which gives the Hero a gift, or artefact, to help on the coming quest, in links case it is starting uniform and a sword. 

Typically when it comes to "Crossing the Threshold" into a new area/environment this is traditionally motivated by a loss if following Campbell's direct structure. As said before in Star wars, Luke's only relatives and guardians perish, similarly for the spiderman franchise it's the protagonist's Uncle. Even during the Mario franchise, there is a repetitive, ironic attitude when it comes to the kidnapping of his girlfriend. It's this action of emotional devastation that pushes the hero to accept the Call to Adventure, and cross the threshold to The Special World. 

The most obvious correlation in regards to the Campbell's Monmouth is the progression and new encounters. This can come in various forms such as platforms within platformer games, encountering enemies, or shooting/jumping your way through a level. Along the way, the hero is learning new skills all the time. In which the same goes for the player, there's always something new to improve which leads to more feats. In some cases this can also apply to allies within games. Item vendors or companions within a plethora of games, as an example for Mario is the accompany of Toad and to give him the items/powerups he needs to assist him in his journey.

There are always ordeals that happen within video games, I found a prominent example within the Mario franchise when you meet main antagonist "Bowser" in the Innermost Cave to serve as the ultimate confrontation with Bowser. This is where everything the hero and player utilises all the skills learnt throughout various mini-bosses and platformer levels. Once complete, there is always a unique reward that is earnt either during the adventure or near the end, for the Zelda franchise Link prepares the final battle by acquiring the "Master Sword" or "1-ups" for Mario to serve as extra lives. Specifically to Mario, rewards come in the form of extra lives or temporary boosts to aid in a level. For the finale, getting a kiss off the princess therefore ending the journey. Similarly for Zelda, its Link it's accepting new abilities and items to then aid in rescuing the Princess. This paragraph represents the Ordeal and Reward.

Finally to end off the Heroes journey within videogames is "The Resurrection" and "Return" 
This can be seen in either a metaphorical, symbolic form or can be literal. In a video game called "Dark Souls", this in particular contains a game mechanic where you rest at "campfires" a famous and often overlooked when it comes to symbolism, dying in a souls game is guaranteed to happen multiple times. A very repetitive mechanic where the player returns to the last campfire that was lit. This is the stage in which the player "Returns to the Ordinary World. Or in dark souls, back to square one.

Explain your point? use at least 1 respected quote to reinforce your argument. Min 150 words

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Are there any games that you may have played that correlate with the principles discussed?

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List the games that you feel correlate, if no then move to the next question.

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Choose one of the games that you listed above and explain how they fulfill the criteria of either the hero's or writers journey. If have been unable to list a game, choose a game that you play and explain why it does not meet the criteria, how could the game be changed to introduce these principles. Min 300 Words

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Which psychologist proposed the principles of character archetypes?

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How many archetypes did he suggest?

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List the archetypes that this psychologist suggests

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What are the cardinal orientations? Min 30 words

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Are character archetypes unique or can they be mixed?

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Match the 12 original archetypes with main archetypes that have derived for popular culture (Slide 18)

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Match the 12 original archetypes with main archetypes that have derived for popular culture (Slide 18) 

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Identify 2 games that have defined character archetypes

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From these games list the characters and attempt to match them to their archetype

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Are any of these characters more complex with multiple archetypes?

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What are the advantages of having clearly defined archetypes? Min 200 words

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What are the disadvantages of having clearly defined archetypes? Min 200 words

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Anylsation - StarWars A New Hope

Structural & Plot/Story Narratives

The term "Narration" generally means the art of storytelling, and the purpose of narrative writing is to tell stories. Any time you tell a story to a friend or family member about an event or incident in your day, you engage in a form of narration. In addition, a narrative can be factual or fictional. simple, direct, transparent writing that takes the reader right to the thing that happened. Strong narrative prose is distinct for its muscular verbs, its precise language, its passion, its evidence that the writer is paying more attention to the story than the thesaurus

In terms of narrative principles here are a few examples that I will be utilising and looking into:

Planning/World building

intro

Narrative Idea Summary 1

The term "Narration" generally means the art of storytelling, and the purpose of narrative writing is to tell stories. Any time you tell a story to a friend or family member about an event or incident in your day, you engage in a form of narration. In addition, a narrative can be factual or fictional. simple, direct, transparent writing that takes the reader right to the thing that happened. Strong narrative prose is distinct for its muscular verbs, its precise language, its passion, its evidence that the writer is paying more attention to the story than the thesaurus

In terms of narrative principles here are a few examples that I will be utilising and looking into:

Asset List

MAIN OBJECTS / TEXTURES IN THE ROOM / VERY LOCAL AREA:

- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

What is the personal story to be told?
Although your character will not be present in the [room], you will want your players to build up a mental picture of a character that spends a lot of time in this space. What do they do? how they do it and why they do it?


- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

How does this affect the local area?
When you look out of the window - how should the other buildings/objects look?


- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

What is your overall idea for the world so far?
Mention roughly when it is set or what technological era it would be in if it is fantasy.
Mention if there is an overall threat.


- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

Responding to Feedback

MAIN OBJECTS / TEXTURES IN THE ROOM / VERY LOCAL AREA:

- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

Level Map Creation

MAIN OBJECTS / TEXTURES IN THE ROOM / VERY LOCAL AREA:

- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

Environmental Storytelling in a Career

MAIN OBJECTS / TEXTURES IN THE ROOM / VERY LOCAL AREA:

- Broken Down vehicles - Disassembled Vehicle Parts 

- Corroded Signs - Emergency Exits – FaceMask Warnings - Metallic Rust - Bent Metal

- Manmade Wooden structures (Benches etc) – Shelters – Fortresses

- Concrete structures – Broken Reinforced Concrete - Fallen Military Barricades – Barbed Wires/Concertina Wire – Military Crates - Barrels - Rubble - Plastic/Paperbased Waste - Wooden Pallets - Waste Disposal - Sandbags - Broken Glass 

- Scattered Rubbish – Streetlamps/lights – TelegraphPoles - Barred Windows - Scaffolding

- Overgrown Vegetation - Dying Trees - Vines/Plants Covering Cars - Covered Structures - Wet Streets 

- Emergency/Propaganda Banners

Quick Summary of Environmental Storytelling

What other names does Environmental Storytelling have?
set dressing, mise-en-scene, world building

What does environmental storytelling mean to you as a 2D or 3D artist
Put into your own words what you think it is and give examples of things that you would need to do in your artwork to apply it.

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