2023 王昕诚/Wang Xincheng 作品集浏览 Porlfolio
WHAT IF WE CAN GET RID OF EMOTION?
如果我们能够摆脱情绪会怎么样?
作品故事
该互动游戏是一个由虚幻引擎做的第一人称游戏,深入讨论了在尝试摆脱固有娱乐时情绪的变化,使用了一个圆盘迷宫比作为接受情绪变化的关卡。 源于对卡夫卡小说”地洞”的想象,地洞与迷宫用相似之处在于都是舒适区并与情绪变化相关。“后室”作为另一项参考,它的颜色较简单的结果线条提示了我该怎么做我的作品。迷宫的3D模型有一张来自网络的2D图片经由Blender制作。导入UE并加入更多元素使其可以被作为游戏玩,简单的游戏内音效通过库乐队弹奏。 多种光和其他因素组成的场景,促进了反省和情绪认知。玩家需在迷宫中寻路,来展开一场繁琐的情绪体验。
This interactive work delves into the emotional landscape of trying to get rid of constant distraction, using a circular maze as a metaphor for the challenges we face in understanding and managing emotions when character try to stay away from invariant entertainments. By a environment with various lights and other elements, the piece fosters self-reflection and emotional awareness. By navigating the maze, a narrative interconnectedness of emtional experience would unfold to player.
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
What if we can get rid of emotion?
如果我们能够摆脱情绪会怎么样?
价值·过程
VALUE