Scaring the Beejezus out of the Player in an FPS Brent Disbrow & Matt Tieger Introduction Who the hell are these guys anyway? What is Darkwatch? Darkwatch video Lecture Overview Fear in Theory Powerful Tools Principles to Remember Production Challenges Fear in Games Business is good! Some game franchises continue to scare us, game after game! The Resident Evil series has sold over 27 million units worldwide Fear in Media How do We Interpret Fear in Media? Books Movies What makes Games so Special? Draw Parallels NOT Direct Examples Why Create Fear? Why do you want it? How does it contribute to your game? Story Character Setting Gameplay Marketing Unique Genre Challenges Powerful Player Shoot First Mentality What are they Looking at?!? Pacing Expectations Powerful Tools (at least as far as we can tell!) Audio Disempowerment Visuals Lighting POV experience Audio 1-offs Music Universal signals Player audio Player Mechanics Silence Disempowerment Direct vs Indirect How do we set up disempowerment? What is there to take away? Ammo & weapons Abilities Senses Movement Room to Move Time Lighting Unsettling lighting Shadows Tonal Lighting Lighting changes Player lighting Visuals Design aesthetic Character Design Character Animations Cognitive Dissonance Visual Trickery POV Experience HUD Changes Setups keyed to POV Fullscreen FX Gamespeed Changes Warping Reality Principles to Remember Timing Cognitive Dissonance Comprehension Limits Timing & Pacing What’s the difference? Timing’s keystones are: Anticipation Release Shock!! Effective Pacing Comprehending the Danger The player needs to get it Simple Rules for the player Cognitive Dissonance Mess with expectations Identify with normalcy but twisted Inanimate objects doing things they shouldn’t Things sounding familiar but…not The Limits Use Discretion Use All of the Tricks Accept that you can’t scare everybody all the time Production Challenges Unique content Asking for the right tech Prepare your producers for one-off content The most effective tools will be the ones least repeated Be clear what you want and when you want it For example, trigger activation based on where the player is looking at Every facet counts Audio integration, the unwanted stepchild Production Challenges Level layouts These experiences do not exist in a vacuum – the level needs to build up to the moment & release Players can break the pace Production Challenges Creating a Vision Faith in Minimalism Challenge of creating a vision and then getting everybody to buy into and contribute to it Sometimes all you need is audio Choose your battles Avoid making your favorite sandwich Tech & Design Exploration Short video demonstrating several elements of the talk Summary Why create Fear Unique FPS challenges Powerful Tools Principles to Remember Production Challenges Questions? Contact Information: Brent Disbrow – [email protected] Matt Tieger – [email protected]
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