Contents Inspiration Muscle , Milkweed Seedpod and Hybrid Typologies Typology Variables Design Development Game Scenes (Scene 1:Ice Cave + Scene 2: Mystical Forest) References
Inspiration Caves From our hybrid prototype, we noticed the deformed diamond pattern has very similar texture to the ice caves, and the pattern of the diamonds around the arm forms a cave shape. We looked at natural ice caves as well as precedents in gaming scenes to find inspiration for our performative outcomes. Image 1: Alaska — Mendenhall Glacier Caves (Source: (Phillips,2019)) Image 2: Visualization by Stuart Lippincott (Source: (Lippincott, 2017)) Image 3: Another planet, by Maxim Revin (Source: (Revin))
Inspiration Out of scale elements The muscle and seed elements in the hybrid prototype has been scaled to fit to the topology of the body. Looking at some visualisation precedents, we feel there is an intensified dynamic between the player and the scaled elements in the scene that creates an impressive impression for the viewer once ordinary objects are scaled to an extraordinary scale. Image 1: Visualisation by Okianyumi (Source: (Oxianyumi., 2017)) Image 2: Visualization by Stuart Lippincott (Source: (Lippincott, 2019)) Image 3: Illustration by Anton Fadeev (Source: (Fadeev))
Biological entity The human muscle are collections of soft long tissues that enables the body to move by changing the length and shape of the muscle fibres1 . There are generally three types of muscle which are skeletal muscle, smooth muscle and cardiac muscle, and each of them have different functions and applications2 . For the parametric modelling exercise, the skeletal muscle which is the most typical muscle typology is considered. It has intricate connection with bones and ligaments which has the potential to be developed into a parametric biological typology for 3D modelling.
MUSCLES.
Biological entity The milkweed seedpods are seed globes formed on the milkweed plants after the fall of their pollinated flowers. The pods as they emerge out is a smooth fibre filament attached itself to seed at the bottom are closely packed together. The fibre filaments design is in such a way that it carries the seeds farther from its parent plant as a natural strategy to spread its network across the lands around. The process through which this amazing plant shapeshifts and transforms itself from a colourful flower to a pod globe has always excited me. This seedpod was chosen as an inspiration because there is adequate amount of texture and flexibility to replicate the transformation this pod portraits
SEEDPOD.
Hybrid Prototype
Muscles exist within living beings whereas seedpods help in creating new living beings, though they are contrasting in nature, there is a common point. The muscle is flowy, stretchy whereas the seedpod is chiseled with intricacies to form several textures. Color scheme was observed to be warm for both the components. We chose to bring out the contrasting details together, to make our shoulder cap and arm band.
Design Variables
Muscle and Seedpod Variables
The Muscle and Seedpod variabes have been combined to form the hybrid prototype. Iterations and forms of the hybrid prototype have been used as attraction elements or the gaming environment itself, in gaming environment development.
Hybrid Prototype variables showing The shoulder piece, Shoulder-Arm connecting piece and Arm piece
Concept Development
Initial stages of spatial development involves answering questions pertaining to the scale and feelings that we want to invoke in the users. In this case, players. Our intenion was to create an explorative game rather than a game that involves solving tasks to move ahead. Hence we stuck to linear movement pattern. Size and scale of the spaces have been exaggerated immensely , to invoke an overwhelming sense in the player. Typologies have been incorporated in both macro and micro levels, forming both the gaming environment itself and elements of the gaming environment. Vibrant colours, siding mpre towards warm colours have been used to balance the exaggerated scale and to highlight all the attraction elements. Sense of surprise is created with animated exaggerated human body parts.
The game has two scenes, starting with a cold, lost in the space kind of setting with highly exaggerated - scaled human hands. Invoking a cold, overwhelming feeling in the player. The second and the last scene is grounded, with other structures in vicinity, set to be vibrant and warm. Biological and hybrid typologies are scaled massively, though not to scene 1’s level.
Concept
The scale of humans and human parts placed in the scene reduce gradually through the game, unlimately ending up with a 1:! scale, to invoke a sense of ease and comfort. This game is a virtual narrative of human life. How things seem blown up and cold, with determination to move forward, we eventually find comfort and happiness in thr process.
Developed after taking inspiration from ice and rock caves, this scene floats in the milkyway, home to a magical garden. An enormous hand gaurds the gateway to the mystical forest land.
Scene1: Ice Cave
Scene1: Ice Cave
Starting point of the game, with a view of cave interior, distant view of magical garden and gateway.
Scene1: Ice Cave
view of the cave, with the magical garden , gateway and distant view of the galaxy.
Images showing the movement of the enormous hand, which teleports the player from scene 1 to scene 2.
Scene1: Ice Cave
Scene2: Mystical Forest
View of the entire scene 2, with the end destination of the game
Scene2: Mystical Forest
The mystical forest houses several highly scaled up elements , to give the player an expansive and overwhelming feeling.
Scene2: Mystical Forest
Scene2: Mystical Forest
The game ends with the player ending on a platform, at a 1:1 scaled human, overlooking a range of mountains.
References Fadeev, A. Portfolio. Retrieved from https://www.artstation.com/artwork/vwQAO Lippincott, S. (2017). December Everyday 2017. Retrieved from https://www.behance.net/gallery/60350009/December-Everyday-2017 Lippincott, S. (2019). Portfolio. Retrieved from https://www.behance.net/stuz0r Oxianyumi. (2017). Everyday Renders. Retrieved from https://www.behance.net/gallery/55364895/ Daily-render_-July-2017 Phillips, H. (2019). 50 States of Unbelievable Tourist Attractions — Make the Most of Your Summer Vacation! Retrieved from https://www.popsugar.com/smart-living/photo-gallery/43977606/image/43977613/Alaska-Mendenhall-Glacier-Caves Revin, M. Portfolio. Retrieved from https://www.artstation.com/artwork/another-planet-50c9d810577b-4f97-b211-68996025000d
YouTube Link for the Video: https://youtu.be/M-NQlUDIzq8