Analysis of 3D environment art design process in How to Die: a Hope Beneath project during internship at Shireishi Production

The game environment plays a critical role in player experience, particularly in 3D platformer games such as How to Die: A Hope Beneath. During a gameplay showcase at the Geek Up Wake Up event, players encountered significant difficulty navigating a specific level. This issue was not due to the puzzle’s complexity, but rather the lack of visual clarity. This research analyzes the 3D environment art design process behind the first level of Chapter 3. The research method uses a qualitative approach through visual observation, interviews, and playtesting. The results of the study indicate that the use of visual elements such as color, lighting, shape, and space is not optimal in conveying directions to players. In particular, the use of red light that is too dominant causes blue highlights as the main clue that are difficult to recognize. The placement of important objects is also less strategic and is often hidden by other environmental elements. The ineffectiveness of visual clues makes it difficult for players to complete levels and have to rely on repeated attempts. The conclusion of this study suggests improvements in visual contrast, object placement, and the use of clues gradually to improve the playing experience and player orientation in the game.

RAYNALD HARTONO Erandaru (Advisor 1); Ani Wijayanti Suhartono (Advisor 2); Listia (Examination Committee 1); Rebecca Milka Natalia Basuki, S.Sn., M.Ds. (Examination Committee 2) Universitas Kristen Petra English Digital Theses Undergraduate Thesis Skripsi/Undergraduate Thesis Undergraduate Thesis No. 00210011/IPDM/2025; Raynald Hartono (E12210003) GAMES; DESIGN--ANALYSIS

Files