Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/52357
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dc.contributor.authorLee, Jolly Yu See.
dc.date.accessioned2013-05-06T05:12:01Z
dc.date.available2013-05-06T05:12:01Z
dc.date.copyright2013en_US
dc.date.issued2013
dc.identifier.urihttp://hdl.handle.net/10356/52357
dc.description.abstractThis report provides an insight to the creative process of a free floating experiential game named Traverse. Being an aesthetically driven game, it will be important to note that there were specific design choices made to aid this intention. Mood and emotion became the main focus during the conceptual stages. Art assets were abstracted to intentionally draw away from the mainstream. The heads up display was fused with the character designs so as to keep the screen uncluttered. Nonetheless, game design was not secondary during the production period. There was an implementation of a ‘no death’ state that removed the punishment of restarting. Every design decision was intentionally made to maintain the goals that April and I aimed toward.en_US
dc.format.extent28 p.en_US
dc.language.isoenen_US
dc.rightsNanyang Technological University
dc.subjectDRNTU::Visual arts and music::Mediaen_US
dc.titleTraverse.en_US
dc.typeFinal Year Project (FYP)en_US
dc.contributor.supervisorKenneth Feinsteinen_US
dc.contributor.schoolSchool of Art, Design and Mediaen_US
dc.description.degreeBachelor of Fine Artsen_US
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Appears in Collections:ADM Student Reports (FYP/IA/PA/PI)
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