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Cache Reference Images

I'm starting to get into the look and feel of The Cache. Aesthetics and design are not, traditionally, what I do... and on past projects, there have been better minds applied to the images, and I've just done what I can on the story. But seeing as my boys are a coast away, working on something damn important, I have to do the best I can.

I started with really broad Flickr searches and slowly whittled away at everything which was NOT what I wanted. Pinning down atmosphere in these terms was interesting, and I soon found myself in need of generalizations... so I started thinking of the work as a film and forcing my opinions into cinematographer speak (too saturated, darker tones, etc). I found that the Visual Expression class I took was actually useful in this process, despite the irreparable damage it did to my Saturdays.

Here's what I came up with for class: a ZIP file with 13 jpegs and a document explaining the pictures by category.

Download file


Comments (3)

ndef [TypeKey Profile Page]:

Nice. I like these, particularly the first two geometry images. Also, excellent use of the word "embarrassment."

You imply that there is a hidden agenda behind the choice of physical artwork that adorns the ship, a unifying theme within which the selection is intended to appear semi-random. What is that unifying theme, why was it chosen and why was it obscured (if, indeed, the designer intended to obscure it)?

I think the idea of having something more crystalline and white inside a future world is a good idea. It goes against genre cliches which usually are dark and moody in space stations. Making a ship with hospital colorations would be pretty cool, and could throw people off in a reall good way. It is almost reminiscent to me of 2001: Space Odyssey, and I think it would be a good idea to go in that direction. A couple of those first pics show that style. However, I disagree with the body shot. The high contrast saturation of the shot reads like we're going to be in a sun drenched beach scene. The grain of high saturation may take away some of the eerie cleanliness that you could have with subtler tones. I think you may end up playing against yourself if you try to do both.

I think rather than go against cliches, 2001-style visuals would throw you into the oldest and biggest space station cliche- 2001. Still, I don't see the sterile environments in the images you chose. Instead I see an interesting melding of Escher and Giger, which would be a nice avenue to explore. However, some of these images border a smidge on the art deco feel of Bioshock- steer clear.

Also of interest- the idea of screen saver-esque imagery contrasted/paired with artistic pieces. You could use alternating images of this to great effect, if that's your intention- something that really hasn't been seen before... and post-modern as @#*#@(!

I love the idea of the levels getting more simple and utilitarian- though its logical and the norm, it reminds me of a certain other game... the one I want you to be working on... (Hint: It involves a rabbit.)

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This page contains a single entry from the blog posted on October 8, 2007 12:25 PM.

The previous post in this blog was The BagHead Chronicles, Part Three.

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