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The game has you control a blue square who collects green powerup pellets. As you collect these pellets, the player character beings to emit bullets. These bullets start off by simply going off-screen, but as you collect more powerups, they will loop around and defy conventional notions of time and space. This leads to a relatively empty and clean starting instance turning more and more cluttered and frantic. Every collision in the game got a very bright explosion effect, something I thought would give the player the same energy as the increased frantic pace of the game. In addition to that, while the base beat is the same, I gave the various interactions between the bullets short distinct sound effects in order to give the piece more texture and energy on the sound spectrum as well when the game got more frantic.

Ultimately, I chose to recreate my experience this way because the idea of simple things coming together to form a complex network of sounds and imagery seemed perfectly suited for a video game. This is because you can automate interactions to the point where they are varied enough to account for a wide range of visual expressions without having to generate each one yourself. This let me generate what I thought was a comparable amount of visual energy as a carefully composed video piece in the hour I was allotted.


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