Development


I think the most effective way to express the concept highlighted above is through installation. I have a couple ideas of how this installation would take place. Considering that the medium through which the navigable space will be developed is virtual (through game engine Unity), the question of interactivity between player-game becomes the whole point of the piece and is worth to be thought through. As shown below, there are some possibilities considered by me of how to play up immersion, hypermediacy and remediation:

The first one involves using big flat screens on a room with lights off or a 360 degrees projection-filled room. The player would be surrounded by these screens that would replicate all views of the character in order to simulate a Virtual Reality setting, as shown in this video:







It will be controlled by a sensor and I think the ideal one is xBox 360`s Kinect, that turns the body of the player into the controller. The focus of the piece is to achieve immersion through the feelings it unleashes so therefore the more transparent the interface, the better. Besides, using a real game interface in an artwork breaks some paradigms when it comes to artistic media and popular culture. In this video the functionality of Kinect is shown in it`s full power:



Another possibility is using Virtual Reality glasses, which would not need the use of a room. The kind of glasses and the first person perspective and how it works is shown in this video:



All that being said, if possible, I would like to continue with my research on pride and power relations towards living, which was my base concept for the navigable space artwork. Some observations of the gameplay and presentation of the artwork during critique:
Get better graphics with bump masking, specular maps and so on.
Consider the possibility of adding a HUD to explain the controls to the player.
Perhaps diminish the space of the terrain so that the point of the game can be made quicker.
Animate skyboxes with hue variations
Add random balls with physics descending the terrain
Add more variety to the ground texture
Think about the positioning of the monolith farther away from the player, and in front of him
Add rolling objects through the end of the scenery
Endless pit on the middle of the map?

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