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Where do the monsters come from? Visualizing marine pollution through biological mutation and game threat design

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This paper studies three monster designs from a video game called Tide: Rebirth, looking at how mutated features like odd colors, altered body shapes, and contaminated textures could represent ocean pollution. It argues that creature designs become more meaningful when their scary features visually connect to a specific type of pollution damage.

Marine pollution is difficult to communicate because much of it is gradual, distributed, and hidden below the surface. Plastic fragments, chemical residues, and damaged habitats may be present long before the sea looks visibly different. This creates a problem for games: players need to understand danger quickly, while the process itself is slow and difficult to see. This paper examines biological mutation as a design language for making that hidden damage visible. It uses an interpretive visual analysis of three author-generated creature concepts from Tide: Rebirth , namely a mantis-shrimp-like creature, a yeti-crab-like creature, and a whale-like creature. The analysis focuses on recognizable anatomy, abnormal color, altered proportions, contaminated surface material, structural imbalance, and the relationship between the creature and its environment. The discussion shows how each design can communicate a different aspect of pollution: contamination and aggression, long-term accumulation, or ecological damage at a larger scale. These observations are not measured evidence of player learning. They describe how creature design can combine visual threat with environmental storytelling. The paper argues that a pollution monster becomes more meaningful when its frightening features have a readable source and when its body, behavior, and surroundings point toward the same damaged history.

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