In this final week we will be putting down what will eventually define the look, the ambience, and the atmosphere of your world. How to convey a mood for a unique and engaging environment. Now the first thing is, what is going to be living in that world? One main thing in this world that now you will expand from that volume you made in the previous week, that snowball of yours. Well, let's talk about NPCs. NPCs are Non-Playable Characters, they're a really important component. Not in every video game genre of course but they are, nonetheless, in a lot of video games. So non playable characters are all those characters that you will encounter in your way through that world. They may be from a different species, from different race, they may be from different planet. They might not like you, you might be a messiah, or a pariah in this society. You might have to gain their trust. You might have to help them no matter what. All this may be in the script. Also, what are you going to get from them? What is the outcome? Is it going to bring you game play elements, like quests, better objects, like in RPGs, helping characters to do this and that. All of this is really up to you, what are you going to make from this indirect confrontation with other characters. Characters you will not be able to play with, but you might have to talk to and have a conversation with. There's also enemies. Enemies are an important component of any video game, even though you might not have any. It might happen. Well, if you have enemies, foes, they might be in your way. They are probably going to be in your way. What are they going to do? What are they just doing when you're actually not in front of them, battling them? Why are they here? And again, what is the outcome if you defeat them? What are you going to get from them? Are they going to be tied to the world so tightly that they're going to depend on, you know, the habitat, the closed environments. If you are in an ashen world in the forest are the enemies going to be able to use the environment, maybe, to their advantage? Something to think of which brings us to creatures, monsters, just in general animals. Are they going to be a friends or foes? Are they going to be both? Are they going to be there just for the decor? Can you interact directly or indirectly with them? And what is of use to you? Maybe you can loot them and get extract from the still warm corpse that you just slayed. Well one series of video games, fan favorite in Japan, Monster Hunter. In Monster Hunter, everything, every piece of design and game play element revolves around the fact that you're hunting and taking down giant creatures, dragons and wyverns. Everything you see in our world from armors, weapons, even architecture, is based from object, items, anything you can loot from these dinosaurs. A skull, a giant skull, can become a house. A giant tooth can become a sword. And a scale can become a shield, anything. In Monster Hunter, everything is tied to that world. The world design and the game play are really going hand in hand. All of this again is really just to bring more life to the world you're defining.