IMPORTANT: To view images larger, please either right-click (when using PC) or hold down (when using a mobile device) the image and select 'Open image in new tab'.
Creative Campaign 3: Tufte’s theory of narrative over a specific time within a specific space

Creative Campaign 3: Tufte’s theory of narrative over a specific time within a specific space

Below is my third graphic, a piece of concept art of a level or stage that’d potentially be featured in the final released game, demonstrating Tufte’s theory of narrative over a specific time within a specific space.

Figure 1: Concept art for a game level. Pictured is the beginning of the level, where the player character is dropped into the starting area, where the arrow on the ground tells the player which direction they should progress. A large ‘ENTER’ sign signals the entrance to the level itself, which extends through a tunnel further away.

Through the use of ‘spatial’ design, the environment presented is a large open space with various cubic platforms of inconsistent sizes and dimensions floating stationarily. From the viewer’s first-person character perspective, the platforms are designed and arranged in such a way to communicate that one can traverse them to get from their current point (A), a corridor of sorts, to where they can see (B), another platform further away from them, and then eventually to the farthest point that is currently visible (C), a distant larger area. This is done by designing the path as a straight-forward linear path utilising corridors to clearly visualise the direct actions that need to be taken by the player in order to progress. In other words; the narrative in this situation is that the character you are playing needs to travel across this world to arrive at a different location and complete a goal, the specific time is the time currently spent in the world and how much of it is being used up, and the specific space is the cubic platform environment around the player. To further demonstrate Tufte’s theory I implemented a large arrow panel built into the ground of the platform the player is currently standing on to show that the player needs to move in its direction, and everything is facing towards this direction.

Leave a Reply

Close Menu