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Research
Scene Research & Analysis

Tension
The success of the tavern scene in Inglourious Basterds is a success in capturing tension.
In my own I wish to also create my own success by capturing tension. First off I need to understand how this scene was able to create tension so effectively.
Being an heavy dialogue exchange along with a seedy environment I feel it is most appropriate for the project. As I believe building an atmosphere I want to any player to feel will be less arduous than other scenes I could of considered.

"Quentin and I felt it was essential to have the characters not simply drive the scene toward a plot point, but to be fully nuanced characters, while continually building the tension that would culminate in an explosive gun battle that kills all but one. We knew the gunfight would work all the better if we could carefully manipulate and build the tension through a give and take of emotions, playing a cat-and-mouse game with our characters -- and our audience." (Los Angeles Times, 2010)
The quote shows the tavern has to feel tense, confined, and uneasy
Now the elephant in the room is how exactly do I accomplish this feeling? I am going to zero in on the word "confined" specifically how it relates to space and using space to create the tension I seek.
For this I need to take a look at how a scene create tension through space and the best place to look for that is film where that is a key component of everything.
"One of the classic ways to build tension in a scene is to simply show the audience something moving in the background. With this technique, you can provide the viewers with information that the protagonist doesn’t have. It’s a quick way to ratchet up the tension, giving the audience a loss of control feeling. All they can do is watch helplessly as a character wanders into a dangerous situation." (Boone, 2021)
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Quite honestly, I don't think this quote is particularly what I am looking for. Although I do see the advice to be solid my scene is going to be static thus this does not apply to what I am doing.
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"Blurred background objects always increase the scare factor.
While having things creep around in the background is scary, it’s even scarier when you can’t clearly see what’s doing the creeping. Hide something or someone in-frame by using a shallow depth of field.
Decreasing the depth of field will help blur out the foreground and background, allowing your monster to perfectly disguise itself from the viewers. Seriously dude, turn around." (Boone, 2021)
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Now the quote here is definitely more applicable to what I want. While I still don't want moving objects, blurry, obscured objects is certainly a possibility.​​
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On this basis I feel like a great way to build tension further would a constricting area that feels tight, that adds to making everything feel uncomfortable and obscured I believe.
Material Editor
Quite a bit of time has passed since I last used the Unreal material editor and I have forgotten how to use it. My work from back then is somewhere I don’t remember either.
For those reasons I have decided to research it and do it again.

This is the appearance of the material editor interface.
Introduction to the Material Editor: Unreal Engine 5 for Beginners #26 (Game Dev Academy, 2024)
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In this video, the person explains the material editor interface and where everything is.

One thing mentioned in the video that went unmentioned in class was the Palette tab on the right side.
​“A list of material nodes that you can use in your material” (Game Dev Academy, 2024)
This means I have unlocked a lot more options for myself should I want them.
Now onto making my own material
https://youtu.be/6HuZ2cA1DDY?si=eMMWWeyb0MUaGHDU using this video as my guide.
“It’s 0 to 1” (Game Dev Academy, 2024) The scale that the editor uses is 0 to 1 so I need to make sure I remember that to avoid any mishaps.
One aspect of the material editor I do remember from my teacher was right click then searching constants.

It's brings up this little green table. Now I plug the setting into it.

What it looks like with a value of 0.
What it looks like with a value of 1.
