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We're huge, huge fans of the 'Dark Souls' games, and…

“We're huge, huge fans of the 'Dark Souls' games, and there's something about when you're playing 'Dark Souls.' Immediately when you're in that world, it was to do with the imagery, it has to do with the sound design, and you're just immediately very uncomfortable and on edge. We wanted you to feel…” quote by Matt Duffer
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“We're huge, huge fans of the 'Dark Souls' games, and there's something about when you're playing 'Dark Souls.' Immediately when you're in that world, it was to do with the imagery, it has to do with the sound design, and you're just immediately very uncomfortable and on edge. We wanted you to feel that way when you're in the Upside Down.”

Matt Duffer

About This Quote

This interpretation was drafted with AI assistance. It is one reading of the quote, not the author's own explanation.

The quote describes how atmospheric design in games like Dark Souls creates tension, which they aim to replicate in the Upside Down setting.

In simple terms: Atmosphere creates tension and unease.

Key Takeaway

Use sensory design to evoke emotion.

Themes

design tension immersion

Mood

anxious intrigued

Type

creative analytical

When to use this quote

  • video game design
  • TV production
  • horror media
  • set design

Key Concepts

environmental storytelling psychology of fear

Questions to Reflect On

  • How can tension be balanced with narrative?
  • What sensory cues most affect viewers?
A Different Perspective

Too much focus on fear can alienate audiences.

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