The developers at Visceral carried the diegetic design philosophy throughout the objects in the series, and the idea began with a desire to foster a sense of immersion. The technical term for the series' user interface philosophy is "diegetic," meaning that an in-game "element appears both for the characters in the fiction and for the audience," Ignacio said. The holographic projection of Clarke's supplies appears to the user on the other side of the TV or monitor just like it would to Clarke in the game.Īt a GDC 2013 panel, developer Dino Ignacio, Visceral Games' lead UI designer, explained Dead Space's design philosophy and chronicled its evolution throughout the series. When a player invokes the user interface in a Dead Space game, it appears within the game's world. A holographic projection appears in front of him, and Clarke cranes his neck as he cycles through his remaining ammo and supplies. He uses the computer built into his space suit to check his status. There's no way to know what's around the next corner, and supplies are scarce. With a final pull of the trigger, space engineer Isaac Clarke severs the Necromorph's last limb, and it slumps out of life.Ĭlarke barely survived his latest encounter with a cabal of zombie-like enemies.
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