Designing Dialogue environments

I had a discussion with the world builder and character artist about how I should design the background environments for the dialogue scenes. My initial idea was to have the settings relate to the characters interests, for example, Lily’s dialogue scene would be set near the scrap resource camp. However Anna informed me that the backgrounds will sometimes need to relate to the conversations. As Lily is just returning from scavenging, she will be returning to camp so the setting would likely be at the main gate. Therefore there will be two things to consider:

  • Character interests
  • Conversation content

Dialogue scripts:

These scripts have been changed since, and may not feature in the final game, but I used them as a basis for designing the backgrounds. Unfortunately an Ingrid script was never written.

GDD Notes:

  • Player experiences the world through pictures illustrating events (postcard format). They should reflect the story of the event.
  • Hollow shells of repurposed ships, planes or malls litter the landscape.
  • Images portray events narration and outcomes in a sequence of illustrations.

Photo Inspirations:

Resource camps related to character interests:

Scavenger camp – Lily
Tech camp – Ingrid
Security camp – Arnold
Herbalist camp – Patty

Research for aesthetics and inspiration:

Scene Thumbnails:

Here is a photo of all the scene thumbnails I drew, I will go into more detail on each thumbnail in their respective post. As the backgrounds are designed for dialogue interactions, I planned the space around the character and the dialogue box.

As well as my photo inspirations, I wanted the art style to match my camp designs, and the dark lines used in the character designs.

Finished designs:

Example of a dialogue scene in-game:

Final patty dialogue scene:

Finished dialogue scenes in group blog:

See all the finished versions together here.

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