Whenever an artist draws a painting or Singer writes a song every color or sound is put in for some reason and should not be overlooked no matter how small or insignificant it may seem to the listener or viewer. The same can be said about game designers, and the wonderful thing about gaming art is that includes both audio and visual components for players to interact with. A perfect example of seeing the purpose in everything would be a survival horror game such as Dead Space. In Dead Space when you are alone the music is quite ominous and unnerving, you hear the main character Isaacís slow breathing and footsteps very loud. Until you run into a necromorph and hear the sudden changes in bgm from ominous to loud erratic music and loud disgusting sounds they create.
Visually the gaming art for Dead Space is a huge mass of concepts. From the room lighting and how they used the lighting type you see at a dentist chair swinging back n forth in your face to the difference in enemies not just for shock value but also for relation to show that they were once human. The ship design was created to be gothic and have ribbing comparable to human anatomy as a background. The shock value, as is in most survival horror is of course is the fear of the characterís death. Death in Dead Space varied depending on what killed you and was a grueling cinematic experience showing the difference in necromorphs as well as to make players truly fear dying not just for gaming time and progress lost but as an experience. Everything of the game was carefully put together and thought out to help simulate such an experience and show every part of gaming art integral to its structure.
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Dead Space is a great game, the lack of conventional cutscenes really helps with the emersion.