%0 Conference Proceedings %T Gaming after Dark %+ Center for Advanced Studies and Research in Information and Communication Technologies & Society (ICT&S Center) %A Müller, Ivana %A Sundström, Petra %A Murer, Martin %A Tscheligi, Manfred %Z Part 1: Storytelling %< avec comité de lecture %( Lecture Notes in Computer Science %B 11th International Confernece on Entertainment Computing (ICEC) %C Bremen, Germany %Y Gerhard Goos %Y Juris Hartmanis %Y Jan van Leeuwen %I Springer %3 Entertainment Computing - ICEC 2012 %V LNCS-7522 %P 16-29 %8 2012-09-26 %D 2012 %R 10.1007/978-3-642-33542-6_2 %K Design Patterns %K Visual Art %K Atmosphere %K Survival Horror Games %Z Computer Science [cs]Conference papers %X Design Patterns help a range of designers, architects, and others. However, there is surprisingly little such guidance for game artists. In this paper, we present our look at late 19th century art works and the emergent set of visual features commonly used to create an atmosphere of horror in visual art. Further, we show how we transformed these features into a set of seven patterns to be used in interactive artistry, based on an analysis of six well known survival horror games. Finally, we provide the full description of one of these patterns, the Visual Contrast. %G English %Z TC 14 %2 https://inria.hal.science/hal-01556173/document %2 https://inria.hal.science/hal-01556173/file/978-3-642-33542-6_2_Chapter.pdf %L hal-01556173 %U https://inria.hal.science/hal-01556173 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-7522