GAMES GATHERING 2019 KYIV

Atmospheric Games: Creating a World That Is Engaging and Rewarding to Explore

Talk recording: Atmospheric Games: Creating a World That Is Engaging and Rewarding to Explore
Hall:
Art Track

What the talk is about

Roman Guro explains what builds atmosphere in games and how to strengthen it. Atmosphere is tied to belief in a world rather than realism: first set the context and genre conventions, then start from the familiar and keep small details logical, so even the oddest world feels plausible. The speaker then shows how to guide players with light, contrast between closed and open spaces, and landmarks that should carry stories told through the environment instead of notes. He suggests cheap ways to make a world feel larger, keeping mystery and understatement, and holding to one consistent style and set of symbols. Examples include Dark Souls, Bloodborne, Silent Hill 2, Zelda, Subnautica and Inside. Useful for game and level designers, concept artists and art directors.