Collabortion Unit –week 7 Sound made and the enviroment completed

This week we meet the team member from sound art and finish the job of the buildin the enviorment.

We finally finalise the script and I change the scene based on the script.

the small table for the seagull
brandnew supermarket

Also meanwhile Cal finished the pier and city scene . We successfully merge all the scenes together.

There’s one most important factor to all the narrative, making  the conflict. The conflict between the characters themselves and the environment, the conflict between different characters, and also the conflict between the original perception and the reality,..It not only reflects on the dialogue ,character design but also on the experience design. For example, a bird standing on top of another bird and flying, people will find it funny because there is a conflict with the original perception of birds Like in the transition scene I asked sound art students to create a romantic soundtrack and I  added particle effects to make the bird flying through layers of clouds to create a stunt. 

I used particle system to build the moving clouds

Meanwhile, we start to write the game documents and sound artist already offer some of the sound in the list.

On the top of that, we start to do the interactivity to embrace this experience. Cal did the teleport and replace the wings to the hands, and i am doing the spatial sound and the mini game.

Also the storyboard is finished https://miro.com/app/board/uXjVOTsXnB8=/?moveToWidget=3458764519106189622&cot=14

In the meeting we discussed about the bubble design, we all voted for this one.

And here’s the this week to do list.

Collaboration Unit week 6 sound list and mid crit

On the lecture we talked about all the sound we need in this experience.

The main soundtrack we need in this experience reference to the spongebob

Here’s the link for the full presentation:

https://docs.google.com/presentation/d/1gZ9qUEL1oEej7pThaNue4OTi4S8Y6YASoknhHYWXfb4/edit#slide=id.p

We organised all the things we have on the miro board . And got some feedback.

FEEDBACK

Presentation skill: make all the mechanic clear: like including what kind of interactivities.

Project: consider the mini game carefully (but also mainly cause we didn’t explain well about it actually connect to the plot).

Collaboration Unit–Week 5 scene building and sound list

Meanwhile, Lin finished the second version of the script.

https://onedrive.live.com/view.aspx?resid=58ED8951391F8478!115&ithint=file%2cdocx&authkey=!ALkbP1wJmqWI1rI

Esme and Marianna was trying to rig the model of the character and finding more asset for the interactivity.

Also Cal and me are trying to figure out how to use the collaborator unity which actually took us 3 days to work it out( a bit handy to achieve). And meanwhile he will take care of the pier-beach part and I will do the city scene.

Here’s Cal’s part.

For my part,

I first thinking of the Sea of Solitude, continue the cartoon style but also have a bit asthetic vibe of the environment .

Sea of Solitude

As you can see ,the original comic don’t have much description of the background ,but mainly focus on the animals. That actually gives us the space to creat a completely new scene. But also not too much but add the funny spice to the whole experience. I watched the Storks, a comedy carton movie also talking about birds and the Watched Which also inspired me how to do with the environment .

And then I find the asset to build the city scene

Critical practice week3: Develop the storyline

In the last post we have this really rough idea of this project so on the top of that we’re gonna develop it on the concept ,clear the concept, and even to the storyline.

Concept and design goal

On the one hand, we don’t wanna it be really offensive to disable people, meanwhile we wanna this project to help normal people to understand better about disable people’s life.

So I am planning to Invented a character but based on reasearch of how normal people imagine vision impaired people’s life and how disabled people describe what they feel about the ordinary life like how they feel about the objects how they feel about those daily routine of healthy people. Based on that , we will visualize the whole experience in VR.

But before that we still have a rough plan about the storyline.

And based on that we develop our questionary

Collaboration Unit – week3 &4 storyline and script

Based on the idea we talked in the meeting , Cal Lin and I started to orgainse the storyline and the interactivity we possible will have in this experience.

First of all, we have the brain storming of all the members and collected some ideas.

We still wanna start with the most famous one with the seagull.

And then we organised the rough storyline of these whole story. First we start as the player’recognize’ themselves as a seagull. And found there’re two seagulls characters standing they talking about to get some fries on the pier and once move to the pier connected to the next scene.

Also meanwhile, we combined the funny meme while a bird standing on the anther bird. I think it’s a really good idea to use as transfer.

Then we are thinking to have a mini game while they grabbing the ice cream in kids’ hand. A little bit like the mini game in the Wolves In The Wall.

Meanwhile we have divided the different job to each other. Lin is doing the script based on our ideas. Cal and me are trying to find the asset for this unit.

That’s the first version of script:

Collaboration Unit–week1&2 Got the idea!

In these week our work basically just to find the collaborators to working on this project and make sure what to do in this unit.

On the gathering meeting , we find two collaborator from 3d animation. In this unit, we are planning to make an adaptation of <False Knees.>.It’s a webcomic written by Joshua Barkman.  The comic has grown popular with its existential humor often featuring dialogue between birds even to all kinds of animals.

book cover

As you can see, there’re not so many comedies in Vr environment. So when Lin came up with this idea I joined the team immediately .Also I am quite interested in how this comic asthetic can be adapted in Vr environment .We came up with idea to choose the most famous one. Using two seagulls as main character to develop the story a bit.

And in this teamwork, the 3d animation team will help with build the main characrter and rigging them. We taking care of the vr build and interactivity.

We have a meeting every week to discuss about the progress and every week’s work.I make this timeline and miro board for us

Here’s the link:

https://miro.com/app/board/uXjVOTsXnB8=/

One of the Salient features of <False Knees> is, the illustrator uses humanized animalsa to tell jokes having philosophy meaning inside. So in this term, I wanna keep this vibe in VR environment. So I organized the main characters of these two seagull.

The character design references many classic comedy combinations,like menzai or chinese xiangsheng, even Laurel and Hardy.

According to J. Morre saidMorre, Humor has a visual dimension. “Aesthetic to the extent that it arouses the viewers’ imagination, gives them insights into human existence, and inspires them to think more critically and creatively,”Because Vr is a visual medium, aesthetics have an important role in their delivery of humor, either to tell visual jokes, or prepare the player for comedic experience, this also applies to our character design. On the top of that, seagull A utilizes all these visual elements, asymmetrical size eyes, shorter stature to shape the eccentricity character. With its behaving and animating in a comically distinct manner, the player gets an instant visual image of this experience.

With the help of Marianna and Esme, we have the character design immediately .

Which looks really great!

Critical Practice–Week 1&2

In this unit, I am gonna work with Xuan and Rita on this project. When I understand “nonlinear “this word, the first thing came into my mind is to build a world with 2 two different version. Then we came up with the idea, that we can assume two world of vision impaired people, one is how we imagine what they will see, one is based on how they actually feel about the world.

Ideation

On the top of that we did some reasearch.

There are various physiological definitions of the degree of blindness. They all represents different level of visions. Like the people lost their visions when they were borned, they don’t have the visual image in their whole life, So it’s hard to transfer in Vr environment . At beiginning, we defined the main character who was normal people but lost vision because of some accident.

Character:An artist who went blind for 30 years. And his visual memory has faded to the point where it is just “an illusion” to him.

The main conflict in “I think, therefore I see” revolves around a man who became visually impaired at an early age.

MoodBoard

In case to develop the idea, I tried to find some reference .

Eternal Return is a choreographed mixed reality exhibition exploring the future of memory. The whole experience is a really good example. The immersive performance unfolds within a visually striking exhibition space. The staging gives a fragmented impression of the hidden virtual space that appear inside the headset. With the visitor’s body and senses as active medium, triggered through VR, hyperconnected objects and the unseen touch of a performer, the artwork reveals how memory allows for a string of data to be passed through matter, across time. 

Also for the anther vision.

I kinde wanna this utopia feeling to describe how dramatic their imaginary can be.