TRAMP GDD (EN)

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TRAMP /tɹæmp/ A long walk, possibly of more than one day, in a scenic or wilderness area. “We tramped through the woods for hours before we found the main path again”; TRAMP is an unknown space, apparently empty, in which objects and sardines can be discovered;


TRAMP is an audiovisual experience that reflects the creative process and experimentation carried out during the study of the software along with its aesthetic potential; TRAMP benefits from errors that corrupt the system, adding false glitches, to bring the player’s ride to the limit.


TRAMP is a First person wander/walking simulator TRAMP is an Art game TRAMP is a Puzzle TRAMP does not have a clear objective, it only tries to stimulate the curiosity of the player


TRAMP is a procedural 3D game with a pinch of Glitch-Art

TRAMP is single player TRAMP is in first person TRAMP is an infinite scenario TRAMP is randomness TRAMP is intersystem gameplay


TRAMP uses W A S D or arrows to move TRAMP uses C to crouch TRAMP uses SPACE to jump TRAMP uses the MOUSE to look TRAMP increases the speed and jump proportionally to the time the player movement keys are pressed TRAMP, in case of inactivity by the player, turns the camera to the sky and progressively increases its field of vision


TRAMP takes place in a procedural space in which, occasionally, physical objects incorporated as a mirage of the real world TRAMP has real-time lighting based on the system time TRAMP has 3D scanned objects with random physical parameters TRAMP has a video skybox and terrain reactive to the user’s movement


TRAMP is opened and closed by an interaction with the computer system TRAMP, in case of unexpected system shutdown or blocking of the game, it is automatically restarted with system messages


TRAMP creates sardines with random direction, reactive to the contact with the player TRAMP uses scanned and textured objects in 3D (electric kettle, wooden box with strawberries, book, closed “Moka” coffee machine, open “Moka” coffee machine, four-legged chair, office chair with wheels, foot fan, bicycle, set of ballons half deflated, banana, folding ladder, clothes line, stuffed cow, elephant plush, butane bottle, pot with geranium, pot with geranium, cushion with eyes and ears, chinese paper lantern, stool with loudspeakers, bottle of softener, television, Adrián, Laura, Leandro) [https://goo.gl/GtLkev] TRAMP uses Junnichi Suko’s sardine model with animation [http://u3d.as/gyH] TRAMP uses Keijiro Takahashi’s “Kino” effects (Glitch, Datamosh, Motion, Slitscan, Vision) [https://goo.gl/AqFRBQ] TRAMP uses a ground texture TRAMP uses an animated skybox texture TRAMP uses Unity’s animated fog


TRAMP uses the system’s voice synthesizer TRAMP uses “Steps” from LittleRobotSoundFactory’s “Fantasy Sound Effects” library [https://goo.gl/Ecw8NK] TRAMP uses noise recordings [https://goo.gl/7ndGZS]


TRAMP was created in Unity 5.6.1f1 TRAMP requires at least Mac OS X 10.8 or Windows XP SP2


TRAMP has been nurtured by Wolfgang Amadeus Mozart, “Bartleby the Scrivener: A Story of Wall Street” (Herman Melville, 1853), Samuel Beckett, John Cage, Fluxus, Georges Perec, David Lynch, Nadia Comăneci, Rosa Menkman, Nick Briz, David OReilly, “Rubber” (Quentin Dupieux, 2010), New Aesthetic, everyday life and #ciáciáciá



HTTPS:// TRAMPGAME. TUMBLR. COM

ADRIÁN MARTÍNEZ PUENTE LAURA MARTORANA ALEXIS LEANDRO ESTRELLA

INTERACTION AND VIDEOGAMES WORKSHOP / UPV 2017 FRANCISCO MARTÍ FERRER / MOISÉS MAÑAS CARBONELL


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