Likewise, creating an environment that is too big often results in confusion and makes the story's location seem cluttered. Level Design: Level design is critical to making a custom story interesting a bunch of hallways cobbled together does not make for an appealing story. Amnesia's atmosphere is designed to frighten-therefore, a scarier atmosphere merits a higher score. The more sinister one feels while playing, the better the atmosphere is. Atmosphere: Lighting, ambient noises (not music), props and fog all shape the atmosphere of a game.
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