Development Blog: Project 1

Feb 10

When I was playing around with Unity, I downloaded an additional asset package called Nature Starter Kit 2. With this asset, there is a feature that allows you to build trees, which I messed around with and ended up really liking the look of a barren tree:

It has a sort of spooky feel, which got me thinking about creating some sort of forest that has a creepy yet mystical identity. I looked at the following photos (from Pinterest) for reference:

One thing that struck me about these photos was they were either black and white or dark in color. One aspect of (most of) our daily realities is color. In some of these forest photographs, the absence of color adds to the eerie mood in a way that color would potentially not. With this project, I would like to address this and create a spooky forest environment in which the absence of color would provide a lens in which the user is forced to see what would normally be brown and green as black and white. The following is a sketch of what the environment would potentially look like:

So far I’m thinking there will be a path along the forest as a divide so it won’t feel overcrowded (and could add to the spookiness because it’s like you’re forced to walk down a creepy path), with forest surrounding both sides of the path.

Feb 13

Today I created the file for my project and started to play around with the skybox and ground, as well as installed the Google VR components. I browsed the assets store for tree and nature-related packages, and ended up importing Free Rocks, StonyGroundPackage, Realistic Tree Pack Vol.1, and Nature Starter Kit 2. At the moment, my world looks like this:

For the skybox, I played around with the material from one of the package’s skyboxes, changing the tint and exposure to make it darker and less blue. I popped a tree in there from Realistic Tree Pack Vol. 1 as a reference for lighting as I messed around with the lighting. I ended up removing the directional light, but at the moment I feel like my world is too dark. Next steps would be to see if I can add some sort of moonlight in there. I’m also wondering if there’s a way to remove the color saturation from materials without having to tint them, since I do want to have a black and white world and the sky is still slightly blue…so this is something I need to look into as well.

Feb 16

Today I worked on adding more elements into my world. I took my initial inspiration, the creepy effect of the build-your-own-tree function of Nature Starter Kit 2 to create some of my own trees. I did this because I couldn’t really find any prefab trees that had the same spooky effect. I also added more prefab trees, bushes, and rocks.

I also messed around with the lighting a little more – adding fog in the lighting settings seemed to make the ground a little lighter than before, sort of giving the illusion of moonlight. I’m still unsatisfied with the skybox itself so it’s back to the default skybox at the moment. Here is a progress pic of what I have so far:

I’m a little nervous about the trees I made myself, because I keep getting this message in the console:

Definitely have to look into that.

Feb 18

Today Sarah helped me get rid of the dot in the game mode from the Google VR player, as well as clear my console (thanks, Sarah). Strangely, the console errors never reappeared so that was thankfully no longer a concern.

I also worked on the skybox, and got rid of the slightly blue tint. I realized I could just edit the png files of the separate panels that come with the skybox and decrease the saturation outside of Unity, and then upload them back in. I decided to do this with the sky that came from the asset WorldSkies:

I also did this with the ground material, and am now much more satisfied with the lighting of the environment, following the original idea of a black & white world. Now last steps would be to fill the world with more components to make the forest more dense.

Project #1 Development Blog

Project idea: an upside down living room

Inspiration: Recently I’ve seen a movie called “escape room” and one of the scene left a deep impression on me (movie scene shown as below) – an upside down pool room. It’s unique and gives audience huge visual impact because it challenges our common sense of how the layout of a pool room is supposed to be while maintaining the exact same objects that an ordinary pool room would have.

The aspect of reality that I would like to address is that the order in the real world has been taken for granted by us and viewing the exact same thing from two opposite perspectives can give audience a total different experience and knowledge of what’s existing around us. It’s also supposed to address the sense of space and gravity.

The identity in the alternate reality: disordered, upside down

Objects in the alternate reality: chandelier, sofa, table, flower, books, mug, telephone, wall paper

Sketch:

Development Blog [The Hydrated Desert]

Feb 9

Brainstorm of ideas:

In order to make an environment that truly feels alternate I believe there are certain aspects I have to choose from to incorporate. The first would be disrupting one of the earthly laws of physics. This would mean removing something that ultimately makes up our logic. If this would be removed something wouldn’t feel right which would give this environment an alternate world feeling; a world that is perhaps in another dimension with different rules. Some of the interesting laws to remove would be gravity or size. Objects should not be able to float in the air without movement or be too large for example. Second, I could give the environment a history or something that preludes to something that has happened in the place. This would make the camera or user feel like this is another world because there is an alternate history that has taken place. To do this would require some creative planning. Finally, having objects that are new or uncommon in our own world. This would contribute to the alternate world feel because it would feel discomforting due to the unknown surrounds. These objects could be weird shapes or illogical buildings.

Different Laws

  • Floating spheres
  • Large orthogonal cylinders
  • Upside-down houses
  • Floating platforms

History

  • Walking individuals
  • Houses or villages
  • Forests
  • A desolate world

Uncommon Objects

  • Spheres will holes cut out of them
  • Infinity stairs
  • Impossible shapes
  • Fences that are placed horizontally instead of vertically

Feb 12

After thinking about specific identities I decided on a few to choose from: trapped, impossible, quiet, and calm. I slowly realized, as I was working in Unity, to make something seem like it was going on forever required a lot of work. It was also very difficult because it required you to try and not make things appear in patterns since those were easy to identify.

I worked heavily on the terrain of my world today. I took from a prefabricated forest terrain and tried to copy, paste, and rotate to expand it. My idea was to make a large grassland tile that could then be repeated into the infinity to make it look like a long calming plane. As I was working on doing this I started to play with rotation. I realized how interesting it would be if the walls of the world slowly started to curve upwards. Almost making it seem like a trapped location. Finally I ended with a work in progress version of an upwards slanting grassland world.


Feb 14

After working around with terrains and grounds I understood that it wasn’t always so easy to put different pieces together without something poking out and disrupting the fluid feel. Especially with the grasslands that I wanted to make curving up and around the player because you could obviously see the dents where two pieces are combining. Because of this I decided on a new approach to make it seem like the land went on forever (without actually needing to repeat forever).

I restarted with the desert pieces instead of the grassland pieces and I pieced together the same pieces 5 times to make a cross (with the camera in the middle) (Pic 1). Because the enlarged desert had many hills which repeated but all looked only slightly different, it was possible to hide the edge of the world. Adding in a few mountains at different scaled sizes (and rotated so that they didn’t look copy and pasted) also gave the impression of depth (Pic 2). These two things together took away the need for a lot of labor in piecing the ground pieces together.

The dunes and mountains alone didn’t give enough of a story, so I added in some stones and logs to make the environment seem more like a desert (Pic 3). On top of that, I found a few different terrains that I could add into the world to give even more background. These terrains had different color sets that didn’t fit in though so I had to apply to material from the dessert in order to make a clean fit (Pic 4).


Feb 15

Now that I have a vaguely “normal” looking desert, it is time to add “abnormal” things in. Since the desert had only non-living things within, including the logs which all seem dead and dried up, the next step would be to have something living. The goal was to involve these living objects with either the identity “separated” or “impossible.” To do this I designed floating spheres (very impossible) with vegetation and greenness all around them (Pic 1). This seemed very abnormal because there were two colors that deeply contrasted, the dry-desert-dead-orange and the alive-vegetation-green, and two things that should not be found together. I designed 6 of these different spheres and placed them all around the map in the sky. I made sure to place different trees and plants on the spheres and also have them at different sizes to once again mimic the depth in the map.

In order to further the impossibility, I decided to place vaguely reflective cubes in the sky as well. I made on cube for each tree-sphere. I made the cubes blue to mimic floating water which would make sense, since each tree-sphere would probably need source of hydration (Pic 2).

After placing five cubes around in the sky, once again keeping in mind the depth and height, I decided to embed one into the ground. This would be close to the player in order to formulate a story or mystery. “Why are there cubes floating in the sky?” and “why has one fallen down, is something going to happen to the trees?” where the questions I was trying to formulate. The final map that I ended up designing had a lot of pieces to it which made it quite an interesting landscape. It also kept some room for mystery, making the player wonder what exactly is going on (Pic 3).

Feb 18

Just final touches were made to give the area a bit more logic. The water block at the foot of the player was made gigantic in order to correlate well with the huge size of the cubes in the sky (Pic 1). Similarly, the logs in front of the player were also made gigantic in order to relate to the size of the spheres they were falling from (Pic 2). Finally some of the mountains were changed in size and some darker colors were given to the logs to give them more of the “dead” look.

Week 1- Blog Post

Blog about a particular environment that you like and why (from physical world, from a movie, a theater set, in a book, in a game…). Think about what makes it a place – something more than a space.

My favorite environment is the Escape Room I went with my friend two months ago. It was designed based on a story of an abandoned baby who grew up at a circus and became the clown. Our goal was to discover the life story of the clown and to release his soul from the ruins of the circus. The whole room consisted of four individual spaces, and there are several puzzles we had to solve in order to get into the next room. In the first room, we had to figure out the relationship between the ‘clock’ and how we hit the ball, and to press the correct pictures on the wall in order to start the whole game. After we entered the second room, the clown played us the song he always listened to during childhood and we had to sort out five clips of the song. Also, we needed to figure out how to adjust the lighting of the room based on the most happiest nights the clown could recall. Then I entered a wardrobe while my friend entered the third room. I had to solve the puzzles alone and pass the clues to my friend so that she could stop the ceiling from falling. I was locked inside the wardrobe for the whole time until my friend solved the puzzle in the last room with my help, and we finally escaped.

The reason why I liked the Escape Room was that it provided such an immersive experience, where we learnt about a well-organized story (although it was completely fictional). Unlike all the other games I played before, it combined physical interactions with the facility and mental exercise together, and required more than simply pressing the buttons. We were truly involved in the game and became part of the space, which was explorable.

Battlerite (blog 02/04)

One of my favourite places that I am comfortable in is a gaming room on campus (won’t specify where it is). I love gaming because it makes me not think about my surroundings and dive into another reality. One of my favourite games is Battlerite. It is a free to play game available on steam. “Battlerite is an action-packed Team Arena Brawler focused on competitive PvP combat. Fight side by side with teammates to the sound of the roaring crowd in vibrant, colosseum-style surroundings. The arena awaits!” (www.battlerite.com). It is a wonderful game, which makes me an arena gladiator where you don’t have to scale your character. Just pick one and off for battle!

Figure 1: Example of champions of Battlerite.

Development blog 1. Blinov Maxim

190204 Blog Post 1

My favorite environment is the town in Animal Crossing. Animal Crossing is a game where you start a town and become a mayor of the town. The player is supposed to farm, pick apples, fish, talk to towns people in order to run the town. Every time I feel stressed out I feel the urge to play this game. It almost has a soothing value to it because of the music, lifestyle, and the characters.

As soon as you start the game, I can notice that the game has started due to the song. Animal Crossing has a very distinct music that plays as the player interacts with the game. Player can even make their own songs. Whatever, soothes the person can be played throughout the game.

It is also the lifestyle the game has. The objective of the game is not fighting against evil monsters nor becoming a hero. However, the game focuses on what a person would do on a daily basis if they lived outside the city.

The main reason why this game is my favorite environment is because it portrays the ideal lifestyle that I would like to live. The reason why this game is so popular, I believe, is that it lets people run away from the busy reality and lets them explore what its to like to live a simple life.

This game also reminds me of a transcendentalist Henry David Thoreau’s book Walden. The book is about the author living independently nowadays considered a ‘a manual for self-reliance’. Although it is seems almost impossible for me to actually life a self-reliant life, it seems possible through playing Animal Crossing.

Blog Post 1: The Land of Ooo

At the end of last year one of the best animated series to ever grace the television screen came to an end. I am writing, of course, of the Cartoon Network series Adventure Time. This animated series created by Pendleton Ward tells the adventures of two brothers, Jake the shape-shifting dog and Finn the human in the magical land of Ooo.

Ooo is an eclectic collection of environments from the minds of its designers. The opening sequence gives us a glimpse of a few of these. It consists of a kingdom of beings made entirely out of candy, a kingdom made of ice, a fiery kingdom run by demons, a cosmic realm that is home to the world’s strange gods including Party God (a dog head with a backwards baseball cap) and the cosmic owl (who invades the characters’ dreams from time to time) and many others (the strangest of which may be the kingdom occupied entirely by cats in boxes).

The world design alone tells a story around the main plot lines. The world has a dark side to which the viewer is gradually exposed in little snippets throughout the series.

What we aren’t told at the beginning is that Ooo is, in fact, a version of our world way in the future. We are given a glimpse of our planet, viewed from outer space, with a whole chunk blown out of it. Backgrounds are littered with debris from our present. Is the strange, fantastical landscape of Ooo the result of some kind of nuclear disaster? Is it the figment of the imagination of someone from a post apocalyptic world with elements of a devastated landscape inching into the fairytale?

What made the series so good for both kids and adults was its incredible world building. The landscape manages to be both  whimsical and devastated, post apocalyptic as well as fairytale. The landscape itself embodies a sort of nostalgia as we see elements of our present embedded into the landscape of our childhood imaginations.

Blog 1:Clash of Clans-Ubiquitous sense of community


After spending countless hours playing the game as a child, I became enthralled with the idea of living in the Clash of Clans world. Clash of Clans is a medieval online strategy game where players need to create, design and protect their home base location. Barbarians are the staple warriors in this world, and they are hailed by everyone because of their scary, fear-provoking countenance. However, there are a vast plethora of warrior types and they are all willing to die in battle in order to either protect their base location or contribute to the war efforts of expansion. As the owner of your base, you have the liberty of designing a layout that is capable of withstanding attacks from other clans with minimal damage caused. Most importantly, you must protect your clan castle as it is the symbolic statute that symbolizes your union to a wider community: your clan. The protection of your clan castle and anything that demonstrates your allegiance to your clan is valued so much that even the King and the Queen of your base become the most powerful warriors if need be, willing to defend the clan castle at all costs. This culture of brotherhood and belonging is what makes me desire to live in this alternate reality as these values are relatable to me regardless of the otherworldliness of the Clash of clan’s world. As someone who comes from a small, tight-knit family, I want to live in a place where I know that my peers and the rest of my community members have my back and vice-versa. In addition, I consider myself a really ambitious person and the idea of owning my own base and make it the best one around through my own efforts and ideas is definitely captivating.


Blog Post 1: An Unreliable Narrator


Mohammed kept trying to run me over with his tricycle.  He was only four, but was already the tyrant of his little kingdom of the couches in the main room of the house and the small television that only seemed to play Spanish soap operas dubbed in French.  When anyone tried to invade his kingdom, he blew fart sounds into his or her face.


He defended his territory in such a manner when his older sister entered the room, but immediately stopped when his father followed in after her.  She laid a cloth on the floor and beckoned me to squeeze soap onto my hands and rinse them in the bucket. We all sat upon the cloth surrounding the silver platter on the floor and waited for the father to begin eating.  They used their hands and I used a spoon and they kept passing the best bits of the fish or the crispiest rice to my side of the platter. Every time I put down my spoon, the family would ask why I was not eating, was the food good, and other entreaties that made me pick up the spoon once more until my bursting stomach begged me to stop and say “sourna,” a Wolof word indicating the end of a meal.  They insisted I sit on the best couch, deemed so because it was closest to the fan, and so I rested until Mohammed woke me up with his farting sounds.


The next day, I bid farewell and let Mohammed reign in peace.  I took a quatorze-places back to Dakar. Literally translated, quatorze-places means ‘14 places’ in French, but the term was a bit misleading because though there were 14 people squished into the van, there were not 14 places. As I sat in the back row of the vehicle with four other people and a bird, I thought about Mohammed and his family and the town where they lived on an island made of clamshells. I remembered drifting in and out of the streets near their home and sitting on a bench near the sea. The water scattered on and off the shore and when I looked up, I could see the cemetery where Muslims and Christians are buried together, outlined by bright blue lights. In a nearby house, a man played reggae on the guitar.

the island made of clamshells.

Three years later, I can still remember this music, the town, and Mohammed. Though this was a space I intersected less than 24 hours, I remember Joal-Fadiouth as a vibrant place for its serenity and tolerance. Because I spent such a short period of time there and had no purpose there other than to observe, it felt more like a dream than reality that my memory has surely overromanticized, prompting the question: does the transience of an experience shape our perception of it? In our reading, Immersion, Janet Murray describes immersion as being a “movement out of our familiar world, the feeling of alertness that comes from being in this new place” (Murray 1). This sense of immersion is what gave this space meaning, a specific emotional context, and made it a place that I will remember.

My favorite environment – NYUAD

My favorite environment is the NYUAD campus. First of all, I think what makes an environment an environment and differentiates the specific one from others is that a specific environment contains certain objective things which we can sense (lawn, clock, temperature, humidity, color, taste etc. ), the atmosphere these objective things created as well as the subjective feelings we have in the environment (chill, happy, calm or anxious).

Given my own understanding of an environment, I pick the NYUAD campus as my favorite environment because its comfortable weather and fresh air makes me feel chill and relaxing, the colorful designs in student lounges and well-groomed green lawn keep me fresh and sharp in mind, the friendly professors and hardworking peers push me work harder and have a greater pursue in my academic life etc, therefore the environment is the synthesis of the feelings that the objective things in it create for me – being in the NYUAD environment makes me feel GOOD, it’s a sum of all the pleasant feeling I have in the campus.

As for what makes it a place rather than a space, as far as I am concerned, a space only emphasis on the size and location of a certain area with no content, however as I mentioned before, an environment or a place has its unique content and characteristics made up by its objects and the atmosphere they created within the environment, and by sensing (smell, see, touch, feel etc.) these different objects, different person will have various feelings and experience, therefore the synthesis of all of these feelings, experiences together with the objects within a space create a place.