Loading Video...

UAL Games Design & Development - Project 1UAL Games Design & Development - Project 1

Project 1 - Task 3 - Dystopian Games: Art, Sound, and Interaction

This episode reviews how dystopian games create their immersive worlds through striking visuals, evocative soundscapes, and engaging gameplay. From the gritty visuals of 12 is Better Than 6 to the synth-driven soundtrack of Synthetik and the survival mechanics in LUMENCRAFT, we break down how different elements shape the player's experience within lawless and oppressive environments.

Published OnMarch 27, 2025
Chapter 1

Visualizing Dystopian Worlds

Alys

Alright Rhys, let's kick things off with the visuals in dystopian games. I was looking at "12 is Better Than 6," and I gotta say, the gritty monochrome art style really pulls you right into that bleak, lawless Wild West vibe, don't you think?

Rhys

Oh, absolutely. The black and white look, with those brushstroke textures, kinda reminds me of rough ink sketches. It’s not just striking, but it also, you know, sets this tone of moral ambiguity. I mean, everything feels raw, unpolished... like the world itself.

Alys

Exactly! And don't you think that monochromatic scheme makes it easier to, um, focus on the landscape and the action without too many distractions?

Rhys

That’s a good point. The simplicity allows the chaos of the gameplay—gun fights and survival moments—to take center stage. Plus, the sparing use of red for blood splatter... it adds this visceral punch, you know? It’s a subtle but powerful reminder of the stakes in that world.

Alys

Oh, yeah, and red on monochrome? Such a bold move. Anyway, jumping to something drastically different—"Katana ZERO." The pixel art here’s gorgeous, but it still feels... oppressive? Wouldn't you say?

Rhys

For sure. The pixel art in "Katana ZERO" is incredibly vivid, but it captures the cyberpunk atmosphere perfectly. I mean, you've got all these neon lights and dark alleyways that contrast so sharply...

Alys

Yeah, the lighting’s wild! All that neon makes it visually pop, but it also feels, I dunno, like the city itself is this exhausting, chaotic place.

Rhys

Exactly. And the color palette—there’s so much tension between the bright fluorescent hues and the darker, muted backgrounds. It reflects the characters themselves, their struggles and, you know, psychological trauma. It’s like the visuals are telling their own story.

Alys

That’s such a cool take on it! And what about those action sequences? I feel like the way the lighting shifts, all quick and intense, mirrors the chaotic emotions during a fight.

Rhys

Yeah, it’s all deliberate. The lighting doesn’t just set the mood; it reacts to what’s happening. Like, when you encounter guards or flashbacks, the use of light and shadow subtly... or maybe not so subtly... signals danger or shifts in your character’s emotional state.

Alys

Okay, I’m loving all this lighting talk, but let’s switch gears to animation. For me, the choppy, exaggerated style in "Katana ZERO" makes those sword fights feel so, like, cinematic. Thoughts?

Rhys

Definitely. It’s stylized in a way that, uh, emphasizes speed and precision. And when you pair that with the rewind mechanic—it’s just genius. You’re not only immersed in the story but also made to feel like the gameplay reflects the fragmented timeline. Speaking of variety, though, "Nuclear Throne" takes a completely different route with its exaggerated, almost cartoonish animations, which still manage to complement its dystopian setting.

Alys

Oh, for sure. The animations in "Nuclear Throne," even though they’re kinda simple, still scream chaos. You can almost feel that post-apocalyptic scramble for survival, you know?

Rhys

Right, and I think that’s a strength of animation in dystopian games overall; it doesn’t have to be hyper-realistic. Whether it’s fluid like in "Katana ZERO" or deliberately rough like in "12 is Better Than 6," the style always serves the story and atmosphere.

Alys

I love that! Animation as a storytelling tool—it’s so cool how much thought goes into this stuff.

Chapter 2

Soundscapes of Dystopia

Alys

So, we’ve unpacked visuals and animation, but sound is just as critical in pulling players into these dystopian worlds. Take "Endoparasitic," for example—have you noticed how the ambient noises there are dripping with tension? It’s like the sound design places you in constant suspense, like something’s always lurking out of sight.

Rhys

Absolutely. The sound design in "Endoparasitic" is incredible. They’ve really leaned into things like distant drips, machinery hums, and, uh, the squelching sounds of the parasites. It’s not just atmospheric—it completely heightens the survival horror experience. You can’t relax for a second.

Alys

Exactly! And even the silence—when it’s quiet, it’s almost worse, right?

Rhys

Oh, for sure. Silence in a game like this isn’t really silence. It’s that eerie, oppressive quiet where you’re hyper-aware of every tiny noise waiting to break it, and, uh, it just messes with you psychologically.

Alys

Yeah, it’s genius. And then, you’ve got something like "Synthetik," where the sound is... like, totally different but just as gripping. That synth-heavy soundtrack feels almost relentless.

Rhys

Yeah, and it works so well for the setting. The synth-driven soundtrack creates this sense of urgency that mirrors the high-stakes gameplay. It’s not about subtlety here; it’s more about driving the action—and honestly, it adds to the whole idea of a techno-dystopia where humanity’s fighting for survival against overwhelming odds.

Alys

Totally! And I think what’s cool about it is that it’s so in-your-face, but it doesn’t feel out of place at all. It’s like, this is the sound of chaos in a high-tech, gone-wrong world. The tension just doesn’t let up.

Rhys

Right. And even the sound effects in "Synthetik" complement that perfectly. They’re sharp, mechanical... cold, even. Everything from the weapon reloads to the enemy movement sounds—it’s designed to reinforce this idea of a hostile, unfeeling environment.

Alys

You know, that’s such a great point. Sound effects and, like, their precision are so underrated. Oh, and speaking of sound—let’s not forget dialogue. In some of these games, the voice acting and, like, the way characters speak can totally suck you in. Don’t you think?

Rhys

Definitely. It’s particularly important in games with strong narratives. Take something like "Katana ZERO," where the dialogue is fragmented, almost tensely delivered—it’s reflecting the protagonist’s fractured psyche. Or even games that don’t rely as heavily on, uh, conventional voice acting, like "Nuclear Throne," where character sounds and grunts still manage to, you know, express personality in this chaotic, dystopian setting.

Alys

Oh, yeah! And even with minimal dialogue, good sound design can make you feel what the characters are going through—it’s that emotional connection, right? Like, it’s not just gameplay; you’re in it.

Rhys

Exactly. And the beauty of sound in these games is that it isn’t just background noise—it’s integral to the storytelling. Whether it’s something overt, like in "Synthetik," or subtle, like in "Endoparasitic," soundscapes in dystopian games are critical for creating immersion and driving the narrative.

Chapter 3

Interactive Dynamics in Dystopia

Alys

Okay, Rhys, speaking of immersion, let’s shift gears to interactivity. I gotta start with "UMENCRAFT." The base-building mechanics here—it’s so, like, desperate. And paired with the subtle environmental sounds, you feel the pressure of survival in every little decision, don’t you?

Rhys

Oh, absolutely. The way the game integrates those mechanics, you’re constantly scavenging for light-based resources, right? It’s not just about building a base; it’s about reinforcing this idea of scarcity and, you know, survival in a hostile environment. It’s almost like the gameplay itself makes you feel the same anxiety the characters must be feeling underground.

Alys

Exactly! And I love how there’s no, like, hand-holding. The intuitive controls make you figure things out on your own, but it feels natural—you know, like survival instinct kicking in.

Rhys

Right, that's so true. The controls are responsive enough that everything you do feels deliberate, but they’re not overwhelming. It’s an impressive balance. And speaking of controls, "Zero Sievert" does a fantastic job making the fast-paced mechanics feel manageable. You’ve got so much chaos going on, but it’s still, you know, really engaging.

Alys

Oh, totally! The fast-paced mechanics really match the setting, right? It’s all about that chaotic, resource-scarce world, but the controls are tight enough that you don’t lose focus—though I gotta admit, my stress levels were through the roof the first time I tried it.

Rhys

Ha, yeah, it can get pretty intense. But that’s part of why it works. It’s a controlled chaos. You’re scrambling for resources, but the game design keeps you invested. Honestly, it’s what survival mechanics in dystopia are all about—making you feel like every decision could be make or break.

Alys

Totally! And that brings me to UI design. In dystopian games, it’s gotta be clear but still have, like, that grungy, thematic look, right?

Rhys

For sure. UI design’s tricky in these settings. It has to balance, um, functionality with aesthetics. Take "Synthetik," for example. Its UI is minimal but sharp, almost mechanical, which reinforces the techno-dystopia vibe. But at the same time, it never gets overwhelming, even during those intense moments of gameplay.

Alys

Yeah, and honestly, when a game nails its UI, it’s like... you don’t think about it much while you’re playing. It just feels seamless, you know?

Rhys

Exactly. And that’s a sign of great design. It doesn’t distract you; it complements the experience. In dystopian games, where immersion is key, the UI becomes part of the storytelling. Whether it’s grimy and cluttered or sleek and foreboding, it shapes how players perceive the game world itself.

Alys

I love that! The UI isn’t just a tool—it’s part of the world-building. Honestly, Rhys, dystopian games are amazing at this interplay between mechanics, design, and storytelling. It’s wild how much effort goes into making these worlds feel so alive.

Rhys

It really is. Every element—visuals, sound, interactivity—they’re all working together to create this cohesive experience. It’s, uh, why dystopian games stay with you long after you’ve put the controller down. They’re not just games; they’re full-on experiences.

Alys

Totally! Well, that’s all we’ve got time for today. Thanks for breaking all this down with me, Rhys—it’s always a blast!

Rhys

Likewise. And to everyone listening, thanks for tuning in to our deep dive into dystopian games. We’ll catch you next time!

About the podcast

Dive into dystopian worlds! Craft your own game, from concept to Games Design Document. We'll dissect existing games, research player desires, master design tools (Aseprite, Smack Studio, FL Studio), and analyse media’s impact. Explore critical perspectives, contextual awareness, and refine your skills via weekly vlogs. Unleash your vision!

This podcast is brought to you by Jellypod, Inc.

© 2025 All rights reserved.