Page 1

2

16m Labyrinths virtual spaces master studio

Daniel Seiwald In - Between 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


your poster here

I N

B E T W E E N

I N - B E T W E E N PRODUCED DANIEL SEIWALD PART OF VIRTUAL SPACES MASTER STUDIO : 16M2 LABYRINTHS BY AT THE CONSTANTINOS MILTIADIS AND BY PROF. URS HIRSCHBERG INSTITUTE OF ARCHITECTURE AND MEDIA OF TU GRAZ TAUGHT 4


Daniel Seiwald In - Between Contents Concept Storyline Mechanics Visual style Mood board Trailer

6 8 10 16 20 22


Concept The overall concept of my Game “In-Between” is a puzzle game with narrative elements. Main part of the concept are the puzzle levels which demonstrate the power of virtual reality and give the possibility to experience new types of spaces; to move without physical borders makes that possible. Also part of the concept is to “jump“ between two types of environments. On the one hand you have a realistic terrain for narration and it gives the advantage to have a little bit of exploration experience and on the other hand you have the puzzle levels in a space area which gives you the feeling of zero gravity and the possibility to break the rules of physics. The most important part of the concept are the puzzle levels because they give you the most interesting spatial experience in In-Between. Simple geometries and a game mechanic to change their position, orientation, visibility and more are the operations which you can use to get through those more dimensional labyrinths. Inspirations for the puzzle types are games like Monument Valley and similar games. For the narrative part the most inspiration i got from movies like Ghost in the Shell(1995), Matrix, the short film Shelter and as well from games like SOMA.

Puzzle Level

6


Example Realistic Level

Example Portal

7


Storyline Year 2186 You are playing an engineer who needs to connect to an program which allows him to infiltrate an AI which is making problems. The complete automatic electric resource gathering and the implementation of an AI for the Intelligent Resource Control Units, short IRCU, gives the possibility to gather electric energy on Jupiter. To get the Energy to Earth they use electrostatic plasma which gets shot between to plasma cannons for transportation. This Year in October the old AI was updated to increase efficiency. The leading Company for artificial intelligence releases an AI Update called YUA. The new AI update should bring a increased efficiency about plus 40%. The reason for that is the autonomous working AI YUA which collects data, analyses them, calculates risks and decides on her own. During a routine check of the system for the plasma cannons the detected parameters of the security system where reorganized. At this state of the security settings the atmosphere of the Earth would get destroyed by the electro static plasma. In case of that a program was developed which can connect your mind to YUA and infiltrate her core to avoid the catastrophe. In the program you get in contact with YUA in a simulated realistic world so that your mind don’t break up the connection. Aſter connection you need to solve cyber circuits1 to get again control over YUA. The problem is that u share the control over that program half-half with the AI and if you lose control u might get stuck an trapped in the System.

In the first Scene you will find yourself in a blank loading space with Introductions and your mission. That also contains some warnings which are saying that YUA has 50% control over your program and if the AI breaks through your firewall the first program code she could change is the code for the weather in the program. Aſter starting you will get in contact with the AI and you will be detected as something like a computer virus. Then the program will load up the portal that u can fix the first cyber circuit.

The first puzzle level will be like a tutorial and you get some sense for the game mechanics. Back in the realistic part you notice something don’t working correctly but YUA says she will fix this and you should go on.

1 8

Puzzle Levels


Puzzle Level. In the fih level the weather changed so you check the system with your in-game tool. The tool will say everything is working and you can go on.

The portal changes its color. Something happens, maybe? Puzzle Level.

In the last level of the demo you will see your in-game checking tool with many errors and YUA starts disabling your complete system and overwrites the portal routine. What will happen next? Whats the plan of YUA? Find it out in the full game

9


Mechanics Realistic Level Mechanics

Portal teleporter

Used to travel between the two dierent environments and scenes. It gets triggered by going close to it.

10


Puzzle Level Mechanics

Moving Platform

Moving Platforms will get triggered by stepping on them and hit the vive trigger. They can move in any direction. For the Demo the directions are fixed.

Rotation Platform

Rotates the player with the object.

11


Puzzle Level Mechanics

Action block - Structure Rotation

There will be action blocks which need to be discovered what they will do. The Structure Rotation will rotate a complete structure of blocks

12


Puzzle Level Mechanics

Action block - Activate Blocks (make visible/invisible)

Blocks will disappear or appear on trigger. This can be single blocks or whole struktures

13


Puzzle Level Mechanics

Puzzle Pathfinding

Using a grid makes it possible to make a path through the labyrinth and design it as a fractal design system.

14


Puzzle Level Mechanics

Method for designing puzzle levels.

To make functional puzzles i used ‘minecraſt’ to organize the path.

15


Visual style Puzzle Style

16


17


Realistic Style

18


19


Mood board Inspiration Mood board

20


21


Trailer

22


23


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

VSMS 2017 | Daniel Seiwald - In-between  

Documentation of the project "In-between" by Daniel Seiwald for the Virtual Spaces Master Studio 2017 https://iam.tugraz.at/course/studio_...

Read more
Read more
Similar to
Popular now
Just for you