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Scaring the Beejezus out of the Player in an FPS
Price $5.95
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SKU GDC-06-073
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Scaring the Beejezus out of the Player in an FPS,
1612

Game Design, Lecture

Brent Disbrow
Senior Game Designer, High Moon Studios

Matt Tieger
Senior Game Designer, High Moon Studios
How do you create fear in an FPS? More often than not, the FPS hero is a virtual killing machine with much of the challenge coming from surprise attacks and overwhelming numbers of enemies. How do you create an unsettling environment of fearful dissonance? This was one of the most significant challenges faced by the designers of Capcom’s DARKWATCH, a vampire-western FPS. This lecture offers a review of applicable theories of fear and summarizes the lessons learned on DARKWATCH. It discusses the production challenges involved and demonstrates how these principles could be applied in a sequel.

How do you create fear in a game? How do you scare a (potentially jaded) gamer sitting on their couch with the lights on? How do you even create that emotion during game development? Every discipline (art, design, programming & sound) has a role to play in the creation of emotional impact. Attendees learn about applicable theories of fear and will receive guidelines on how to create fear in an FPS.

The principles and examples presented in this lecture are relevant and useful to game developers of all experience levels.

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