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.