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16m Labyrinths 2

virtual spaces master studio

Sabrina Kullmaier | Julian Lebitsch CONTINUITY Master Studio Summer Semester 2017 Institute of Architecture and Media TU Graz


Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz


# VIRTUAL SPACES MASTER STUDIO The Virtual Spaces Master Studio is an experimental master design class given at the Institute of Architecture and Media of the Architecture Faculty of TU Graz. The 2017 VSMS was titled “16m2 Labyrinths” given the 4x4m tracking space of the HTC Vive Virtual Reality system that was used to develop the projects. The aim of the studio is to approach Virtual Reality as a choropoietic medium, instead of a representational one, and explore from an architectural perspective, the possibility of designing spatial experiences that don’t rely on physical materiality but are however sensible. Our focus of exploring the architectural aesthetic potential of this medium, was pursuit by a wide variety of methods implemented in the student projects, ranging from the design of spatial narratives, to navigable non-euclidean spaces and to more abstract experiences. Starting from the concept of the Labyrinth the studio investigated the geometrical, formal and organizational aspects of labyrinths and mazes, and also through key readings from both architecture and game studies, how such concepts can be applied to spatio-temporal interactive environments, as an intention of approaching the videogame medium with an architectural sensibility. The VSMS module includes besides the studio core taught by Constantinos Miltiadis and Prof. Urs Hirschberg, the electives: “Interdisciplinary Media” taught by Constantinos Miltiadis, and “Digital Form and Motion” taught by the external lecturer Oliver Reischl. The studio projects were developed using the Unity 3D game engine, along with an assortment of multiple low-poly modelling and image editing tools. The VR applications were developed and implemented for the HTC Vive.

Teaching Team Constantinos Miltiadis c.miltiades@tugraz.at http://studioany.com http://iam.tugraz.at

Prof. Urs Hirschberg hirschberg@tugraz.at http://iam.tugraz.at

Assistants Ludwig Grimm ludwig.grimm@tugraz.at

Julian Jauk julian.jauk@tugraz.at

Course website: https://iam.tugraz.at/course/studio_ss_17/ Course blog: https://iam.tugraz.at/studio17s/

Oliver Reischl clawjelly@gmail.com


CONTINUITY PRODUCED PART OF VIRTUAL SPACES MASTER STUDIO : 16M2 LABYRINTHS CONTINUITY KULLMAIER | LEBITSCH BY OF TAUGHT PROF. URS HIRSCHBERG INSTITUTE OF ARCHITECTURE AND MEDIA TU GRAZ BY CONSTANTINOS MILTIADIS AND

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Sabrina Kullmaier I Julian Lebitsch CONTINUITY Contents

Concept  Storyboard  Mechanics  Models | Visual style  Mood board  Sound  Trailer  Earlier examples 

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Concept A maze like superstructure is explored in VR with the help of an platform and by solving puzzles. The platform functions as our main interacting element in the game. The player is only able to move on this platform. The puzzles are spawning at the different checkpoints in the superstructure and the platfrom allow the player to move through the superstructure maze. As you progress in the game the player is exploring more and more of the superstructure and can see the path he already went by the energy path between the spheres connecting the solved checkpoints. This connections is the Ariadne thread through the maze.

Storyboard Checkpoint spawns puzzle --> solving the puzzle moves the platform to the next checkpoint --> continues until the superstructure is connected again.

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Chapter 2 Chapter 1

Chapter 3

Chapter 4

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Mechanics Puzzle Mechanics

The start and end points connect the platform via the “Docking Station� to the superstructure. Different types of puzzle parts need to be connected in order to solve the puzzle. When the puzzle is solved the platform and the player move on to the next puzzle. New elements make the puzzle harder to solve and some elements are broken. After progressing in the game more and more layers are added to the puzzle and they get harder to solve.

Start and End The energy goes from the platform upwards into a cube, that includes a sphere and make the energy accessible for the player.

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Normal This puzzle element can be connected in every direction.

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Broken This puzzle element is broken.

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Fix This puzzle element has to be included in the path.

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Edge This puzzle element has to be included forces a direction change of 90°.

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Straight This element has to be included and a direction change is not possible.

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Puzzle Examples Example 1: The start puzzle contains only normal elements in one layer. Multiple ways are possible in order to solve the puzzle

Example 2: The fix point has to be included to solve the puzzle. The broken puzzle parts can not be included in the path.

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Example 3: In this example there is only one way through the puzzle because it is not possible to take the same point twice and to include the edge and the straight part.

Example 4: In this puzzle a second layer is added to increase the difficulty.

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Example 5 A third layer makes the puzzle even more difficult to solve. In this puzzle all elements are included.

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Models | Visual style

Platform and Dock: 4x4m

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Superstructure: The superstructure is build by 6 basic elements. There is an 4x4 cube with 2 plane sites and one 4x4 cube with just 1 plane site working as an endpart. There are two different version of the 4x8 cube, one the same as “standard” 4x4 cube and one functioning as an element for orthogonal combinations. There is also an edge part and a “power element” which is connecting with each other to mark your way through the structure.

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Superstructure elevation

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Mood board

the witness

superstructure

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portal q.u.b.e.

android games

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Sound click sound: created by: jradcoolness (https://freesound.org/people/jradcoolness/sounds/334227/) not possible sound created by: Heshl | Neutral Click Resonant Static Tube Sound.wav (https://freesound.org/people/Heshl/sounds/269136/)* creating puzzle created by: outroelison (https://freesound.org/people/outroelison/sounds/150950/) restart puzzle created by: outroelison (https://freesound.org/people/outroelison/sounds/150950/) solved puzzle created by: fisch12345 (https://freesound.org/people/fisch12345/sounds/325112/) beam to checkpoint created by: fins(https://freesound.org/people/fins/sounds/146729/) elevator between checkpoints created by: LloydEvans09 | Deep Ambience (https://freesound.org/people/LloydEvans09/sounds/185839/)*

* License: https://creativecommons.org/licenses/by/3.0/ 24


Trailer

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Earlier examples

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Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz

VSMS 2017 | Sabrina Kullmaier & Julian Lebitsch - Continuity  

Documentation of the project "Continuity" by Sabrina Kullmaier & Julian Lebitsch for the Virtual Spaces Master Studio 2017 https://iam.tug...

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