Based of the garden of exile, the lost phase of the maze has these long tall pillars in which the player feels them as they walk throug. Some of the pillars have a letter from the word lost on them to help lead the way through. Depending on where you stand you will get glimpses of reward at the end.
The cave is the inspiration for this space. As you further into a cave the space encloses making one feel anxious and trapped. Which is much like depression felling like you won’t make it through.
Safety is a space designed to encourage those with depression to seek help. Seeing the pieces of the scrunched up paper giving at the beginning of the walk all squishing into the wall shows both a group standing together and the release of ones personal struggles.
Irritation [originally distraction] is based around a eery hospital. With the flickering fluorescent lights emitting a buzzing electric sound making the player feel irritated and not wanting to stay still in the long empty space.
Inspired from a traditional log cabin, these walls will be backlit with a warm light to create the relaxing feeling. While this directional wall is angling out from the anxiety space to a larger area before entering the next emotion.
These next posts are looking at ways of showing...
by Owen Schaefer
You enter a maze, and that maze is the world―huge photographic banners of leaves, fire, ice, deserts, and forests surround you as walls, with primitive dots and lines sometimes mimicking the natural forms. And as you go through this structure, you find that the banners must be moved aside at times to go forward. The world, after all, is not a puzzle with a single solution. But it is often a...
The labyrinth is an ancient tool for quiet reflection through walking meditation. Unlike a maze, a labyrinth has no dead ends or tricks. It has one path winding back and forth to the center and out again, a pattern in which many find a metaphor for the journey through life.