World design in Hellblade: Senua's Sacrifice





Hellblade: Senua’s Sacrifice is a game set inside the mind of a Celtic warrior and depicts her struggle with psychosis. As the theme hints, the game is rather dark and filled with Viking style ruins and buildings and depicts many forested areas in keeping with Celtic and Viking tradition. Because we are inside the mind of Senua (the main character) there is a wonderfully crafted and unique setting that shifts and changes as Senua traverses her environment. Elements from her reality and her mind clash as the player progresses giving unique and interesting ways to solve puzzles.
The world leans toward a linear approach in its exploration, with the player being able to progress in one direction most of the time. Levels can be confusing at times as there is no minimap or map in general for the player to gain reference, simply the players own sense of direction. This is a great break away from the overreliance on such methods in modern games and I feel that if Ninja Theory had implemented something like this, it would have taken away from the story and feel of the game. While able to get lost at some points, levels remain quite small and the player soon finds a place they have been to before, though because of the psychosis the player is battling, some environments have a blur like effect where it becomes difficult to navigate.


 
Hellblade utilises lighting to strong effect, using a wide array of processes such as bloom, blur, post processing volumes and skylight effects to achieve a dark and gritty environment that sets the player on edge. 

 
However, despite this darkness, making the player experience this constantly would become highly stressful so Ninja Theory implements breaks in this horror like atmosphere with scenes of life, light and hope, encouraging the player to keep on going, much like how the character in game feels.


 
The architecture in Hellblade: Senua’s Sacrifice in on point. The architecture the player encounters within is true and realistic when compared with real Viking architecture of the time. The curved reliefs protruding from the corners and fronts of buildings is very reminiscent of Viking architecture as well as the use of basic geometric shapes such as triangles and squares. 


 
What I can take from studying this game is that I should be true to the architectural style I have chosen, yet use it in a unique and interesting way, mainly in how the level is designed. I think that while implementing interesting ways to traverse the environment, (such as piecing together a bridge from a ruined state with the power of the mind), is a great way to immerse the player, the sheer amount of time it would take to implement something similar to Hellblade would be unfeasible for my project. What I can do is make the environment I have laid out in such a way as to encourage exploration, which can be done through level layout, the use of lighting and other things like particle effects.

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