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Cohesion and Relevant of Design Choices

When we talk about the term "Cohesion" we refer to the thematically appropriate and relevant object which existed at that time in that context. This section is intended to explain what some of the design concepts are considered irrelevant. We will be referring to the original design guidelines proposed by Team 10. They already did an extensive research and derived findings will serve as a ground for further explanation.

As seen in the image below, in its essence, the purpose of this section is to introduce a basic understanding of the term "Cohesion" and its relation to the Atlantis Sinks game, with one unified purpose - avoid producing designs that do not match the overall theme.

image

When thinking about cohesion this concept (designed by Aleks Siroki) is inappropriate thematically that the cohesion is broken and doesn't bring any logical value into the overall game concept

Theme:

As depicted in the image above, during sprint 1 initial design concept of the modern building is comprised out of concrete, glass, chimney and bricks. But if we talk about this lost civilization we can see that Atlantis is derived from the ancient Greek mythology. Without diving into much details one could already tell that "tall structures with glass windows" is a wrong approach to choosing a thematically appropriate art work.

When thinking about Atlantis next keyword associations come to mind:

  • Greek god
  • Greece
  • Ancient times (not medieval!)
  • Mythical place
  • Ocean
  • Plato
  • Ancient civilization.

In addition, basic research into Historical facts provide insights into the time and place - "The Lost City of Atlantis, first mentioned by the ancient Greek philosopher Plato more than 2,300 years ago" - quote source. In addition to identifying key components of the "Cohesion" in terms of keywords and time, constructing a simple mood board gives a certain clue into the design direction as well. This allows us not only understand what it means for the game but also how it should look in the game!

image

Mood board of Atlantis where we can observe sculptures, buildings, people, clothes, colors, architecture of that time and that place

In conclusion, as a general rule, next time, when we intend to introduce a new design element such as wheelchair, glass, neon glowing lamps, etc. into the concept, we first need to think whether it is relevant and appropriate in the game? This section helps to identify the very term "Cohesion" and what it means to the overall Game design. The purpose of the examples above should serve as a guide and help designers derive knowledge, value and, most importantly, maintain a cohesive design style that is thematically appropriate and cohesive.