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design journal 1.0


1.0 Call for Posters

4.0 Establishing Shot

Design a poster that clearly illustrates our initial responses and thoughts on the major themes of our thesis and design projects for the year.

The initial film project for the year. Setting up ‘Our Canvey Island’ the environment and tone of the project in a short film.

Key Pages - 3DS Max skills development - Thesis themes - Evolving ideas from first year

LONCON POSTER SITE PLAN

Key Pages - Compsiting scene creation - Colour grading - Chronogram development

THESIS DIAGRAM PROJECT TIMELINE

2.0 Canvey Island

5.0 Game Board Design

Canvey Island, a small community and area in the estuary of the Thames forms the initial site and starting point of departure for our main designs.

An initial formal game board will form the catalyst for the rest of the design. The game board will evolve over time and certain key stages will be developed in detail.

Key Pages - Site Photographs - Site Scale Comparisons

Key Pages - Initial form development - First stage board detailing - Materials and construction

AZAD - PROPOSAL AD HOC - 01

DESIGN JOURNALS

contents

AD HOC - 02 AD HOC - 03

LARGE DRAWINGS AD HOC - 04 AD HOC - 05

3.0 Precedents, Reading & Research

6.0 Ad Hoc Evironment

A growing documentation of various sources, inspiration in relation to thesis, themes, games and play.

The first stage of the island will develop in a similar way to festival and ad-hoc environments, springing up between the existing site, focussed mainly around the disused industrial environment.

Key Pages - Thesis precedents - Film & game inspiration - Game research and reading - Science fiction links

Key Pages - Film scene creation - Individual element modelling

GAME BOARD - 01 GAME BOARD - 02 CHRONOGRAM 01 CHRONOGRAM 02


1.0 call for posters


city scene - gameboard

city scene - wireframe

city scene - materials and light

city scene - shadows & depth


city scene - initial night composite


1.1 Scripting a city in 3DStudio Max Builddng Generator is a free plugin script for 3DStudio Max which when run gives you the GUI seen here. There is a vast amount of customization possible to the buildings, allowing changes to the floor heights, number of floors, balcony details, window details, ledges, doors, roof accessories. The level of detail created in the buildings is very very good, but it does result in extremely high polygon models which makes the file very slow to navigate round and render times are very long. Still it was important to experiment and learn new techniques in the software. Images 01-04 show both the wireframe edged model and an ambient occlusion render of the buildingsg. Both show the amount of detail and precision that is possible with this script. Image 05 hows the first page of the script GUI, there are 5 pages in total giving the full optimaization choices.


1.2 Sculpting chess pieces In order to practice some close scale modelling in 3DStudio as well as the larger landscaping and to start developing some augmented games pieces which could potentially form part of my main design projects. It was important to learn and practice my skills early on in the year so that I am not restricted in what I want to achieve later on in the year. The images 01-03 show an iterative process of how a simple cylinder becomes the bishop chess piece. Image 04 is a final image of the detailed augmented games piece which I developed for the poster. The piece represents the traditional strategy associated with games like chess, alongside new digital and virtual overlays such as gps tracking and navigation systems.


2.0 canvey island


1.1 Site Photographs


1.5 Initial Site Focus Grasping the scale of the project is quite difficult to do so I intend to approach it from two distinct angles, one micro, looking at sepcific sites across the island, and one mega, looking at the overal island as a city scape. As a point of departure, I am focussing on the disused industrial area as a catalyst site for the wider project. It is the sort of space that would be colonised by ‘games makers’ as it already provides such a rich and playful landscape.


1.2 Map of Entertainment & Leisure


1.4 Regeneration Plans The ‘Game’ of Canvey Island has in fact already been played by a small group of the local councillors as they looked to regenerate parts of the island. They printed out a map of the island with a standard games grid over the top, and in true Monopoly style then began to populate the island with jobs, residential & commercial blocks. The idea was to play a number of scenarioes which would allow the councillors to observe the reprocussions of certain moves and their effects on the overall island.


DUTCH VILLAGE

BRICK HOUSE FARM

DISUSED INDUSTRIAL SITE

THE LOBSTER SMACK HOLE HAVEN DEADMANS POINT


1.3 Site Model

MARSHES NEWLANDS

YACHT CLUB

AY

N PARK

OYSTER CREEK

AMUSEMENT ARCADE (OLD CASINO SITE)


3.0 precedents, reading & research


ONE KEY COLOUR ACCENTED, FANTASY WORLD

EXAGGERATED DETAILS, LIGHTS AND GLOWS

ONE KEY COLOUR AND TONAL PALETTE FOR SPECIFIC SPACES

VIBRANT DETAILS, MONOCHROME PALETTE

DESATURATED BACKGROUND, SATURATED HIGHLIGHTS

ALICE IN WONDERLAND -PLAYFUL SPACES FULL OF INTRIGUE


ASSASSINS CREED - SATURATED FOREGROUND, MONOTONAL

GTA V - SUNSET COLOURATION, DETAILED FOREGROUND

CALL OF DUTY - AD HOC SCENEY, SATURATED FOREGROUND

BLAST THEORY - I’D HIDE YOU - GAMES IN THE REAL WORLD

FACTORY FIFTEEN - JONAH - LIVELY ATMOSPHERE, LIGHTS

BLAST THEORY - CAN YOU SEE ME NOW - AUGMENTED REALITY


SABAAC - STAR WARS HIGH STAKES CARD GAME

THE MIND GAME - ENDERS GAME MILITARY TRAINING:ALTERNATE REALITIES

ESCHATON - INFINITE JEST COMPLEX MATHEMATICAL WORLD DOMINATION

DAMAGE - CONSIDER PHLEBAS CARD GAME WITH EMOTION ALTERING DRUGS

THUD, THE WALL GAME - DISCWORLD BOARD GAME, GIANTS GAME

AZAD, POSSESSION, STRICKEN - THE PLAYER OF GAMES

CYVASSE - GAME OF THRONES BOARD GAMES, SIMILARITIES TO CHESS

DOM JOT, KADIS KOT, DABO - STAR TREK PLAYED ON A TABLE LIKE BILLIARDS

VARIOUS BOARD GAMES


BUILDING STORIES - CHRIS WARE BUILDING STORIES FOLLOWS THE INHABITANTS OF A THREE-FLAT

CHICAGO APARTMENT HOUSE: A THIRTY-YEAR-OLD WOMAN WHO HAS YET TO FIND SOMEONE WITH WHOM TO SPEND THE REST OF HER LIFE; A COUPLE WHO WONDER IF THEY CAN BEAR EACH OTHER’S COMPANY FOR ANOTHER MINUTE; AND FINALLY AN ELDERLY WOMAN WHO NEVER MARRIED AND IS THE BUILDING’S LANDLADY...’

SHIP OF THESEUS - V.M.STRAKA - JJ ABRAMS & DOUG DORST ONE BOOK. TWO READERS. A WORLD OF MYSTERY, MENACE AND DESIRE. A WOMAN PICKS UP A BOOK LEFT BEHIND BY A STRANGER. INSIDE IT, HIS MARGIN NOTES, WHICH REVEAL A READER ENTRANCED BY THE STORY AND BY ITS MYSTERIOUS AUTHOR. SHE RESPONDS, LEAVING THE BOOK FOR THE STRANGER, AND SO BEGINS AN UNLIKELY CONVERSATION THAT PLUNGES THEM BOTH INTO THE UNKNOWN.

FLUXUS BOX - GEORGE MACIUNAS 1967

BOITE EN VALISE - MARCEL DUCHAMP 1935-1940

GREEN BOX - MARCEL DUCHAMP

TABLE TOP GAMES COMPENDIUM

THE BRIDE STRIPPED BARE BY HER BACHELORS EVEN

COLLECTION OF VARIOUS SMALL GAMES


HERE IS MY WORLD, I’M THE NARRATOR,YOU’RE LISTENING

HERE IS MY WORLD, I’M THE NARRATOR BUT I’M LISTENING TO YOU

MOST FANTASY LITERATURE

& FILM

PUBLIC CONSULTATION

HEROES

HELLO LAMPOST

IN ARCHITECTURE A PROJECT THAT RAN IN BRISTOL OVER THE SUMMER WHERE THE CREATORS MADE A SYSTEM IN WHICH THE LAMPOSTS/POSTBOXES COULD RESPOND TO A TEXT MESSAGE, BUT THE KEY THING WAS THEY LEARNED FROM EACH CONVERSATION, PASSING ON INFORMATION TO THE NEXT PERSON

THE WRITERS USED INFORMATION ON THE FANS WIKI SITE TO INFORM LATER SEASONS OF THE SHOW

THE PARTICIPATION CONTINUUM BRIAN SETH HURST

WIKIPEIDIA

WORLD OF WARCRAFT

BLACK ROCK CITY

AN EXTENSIVE SERIES OF ‘HACK’

AN INITIAL PRESCRIPTIVE SET OF

WRITERS, DESIGNERS AND FANS

WORLDS AND CITIES ARE

RULES AND LAYOUT IS PLACED

CREATED MECHANDISE, NOVELS,

ACCESIBLE WITHIN THE WORLD

SUPERNATURAL

DOWN, AND THEN THE PEOPLE

DRAWINGS FROM THE SHOW

COME TOGETHER TO BUILD THE CITY

DESIPITE NOT BEING INVOLVED IN ITS

AND PROVIDE THE SERVICES

PRODUCTION AT ALL

HERE IS MY WORLD, COME IN AND LETS COLLABORATE AND BUILD IT TOGETHER

MINECRAFT

LEGO

HERE IS MY WORLD, IT’S YOURS


GAME AND GAMER TYPES ...to enable me to understand how people would interact with an entirely gaming world i looked into how existing gamers interact with the main game types to understand the needs of the world and enable me to determine program. This table shows recongised ‘types’ of both gamer and game and plots how each type would interact with each other. I hope to use this table to develop an ‘architecture’ for each game type...

CONQUEROR

MANAGER

PARTICIPANT

WANDERER

HOARDER

THRILLER

ZONER

MONSTER

CREATOR

ACTION

ADVENTURE

PUZZLE

ROLE PLAYING

SIMULATION

STRATEGY


4.0 establishing shot


WARM

MIAMI

WARM BIRD

GLAMOUR GOLD

ROMANCE

GRAD SUNSET

REDSCALE

WARM & FUZZY


LAYERS OF IMAGE

WORKSPACE

3.1 After Effects Compositing My entire project is set up in the realm of 2.5D in After Effects which allows me to use 2D images and creath a depth to them to allow a camera to move slightly to imitate a camera in 3D space.This is a skill I developed last year and am hoping to push forward this year. One of the new tactics I am employing at the moment is ‘precomposing’ the camera movement, then tracking it, as though it were real footage, to then allow me to composite small animations into it.


3.2 Chronogram/Diagram Development My initial approach to the chronogram has remained throughout the development of the various stages. I envisaged a mega drawing which would show a timeline of the construction of the game board, from its first iteration as a simple armature and single game hub, through the the self supporting and sustaining city sized environment at the end.


3.3 CHRONOGRAM COMPOSITION


5.0 game board design


NATURAL PRECEDENT STUDIES

LEVELS AND HIGH/LOW TRAVERSING IS SOMETHING RELATED TO A LOT OF VIDEO GAMES. IT CAN BE SEEN IN MANY FORMS, SIMPLE AS SUPER MARIO BROS JUMPS UP AND DOWN OVER PLATFORMS, COMPLEX LEVELS AND ABILITIES IN WORLD OF WARCRAFT AND GENERAL FIRST PERSON SHOOTERS WHERE YOU COMPLETE A SERIES OF TASKS IN ORDER TO UNLOCK A NEW LEVEL. I AM INTERESTED IN HOW THIS IS MANIFESTED IN THE NATURAL WORLD, HENCE THE STUDIES OF CLIMBING FUNGI, AND HOW THESE THEMES CAN BE TRANSLATED INTO AN ARCHITECTURE


NATURAL PRECEDENT STUDIES


CENTRAL VIEWING GALLERY

SAFE HOUSE START POINTS


4.1 Starter Chip / Safe Houses

SAFE HOUSES VIEW POINTS

SPECTATOR GALLERY COMPETITOR RING

COMPETITOR RING

SPECTATOR GALLERY

VIEW POINTS SAFE HOUSES

My initial approach to the design of the game board/space is that it will initially take the form of a temporary scaffold with one quite formal intervention whcih forms the ‘start or safe’ point for the first game. I imagine the first game to be based loosely around childhood games of ‘forty forty in’ and ‘tag’. A game of chase and strategy along a huge armature based within the existing playground of the disused industrial site.


4.2 Starter Chip v.2 - growth stage 1 As the game and the city begin to develop and expand, so does the initial intervention piece. The game becomes more complex and so the players have different needs resulting in new programs being required within the game board itself. The community expand the architecture to augment the existing spaces and add new spaces. Satellite hubs begin to spring up through out the board and new links are forged providing new levels.

HOTEL

CHAMPAGNE BAR AND TERRACE

EXTENDED SAFE HOUSE

SAFE HOUSES

EXTENDED SAFE HOUSE

ADDITIONAL CIRCULATION

PERMANENT RESIDENCES


4.2 Starter Chip v.3 - growth stage 2 As the game reaches a more permanent state and new mini games and pervasive games start to become prevalent. At this point the architecture has become vastly changed, providing the needs and programs for an entire population to exist entirely in the game.


5.4

Game Board Armature / Scaffold

As the first inhabitants of my game world arrive and begin to set up the spaces and game boards it is clear that the first iteration is something that is initially temporary, lightweight and easy to build, hence its basis being formed on a simple scaffold. Platforms, levels, stairs and routes are then added to enable a vertical game of ‘chase’ or ‘tag’ to be played with ease. It is in some of these elements that the ad hoc nature of the game board begins to show itself, and provides the space for the inhabitants to create new routes and problems changing and developing the space at the same time as the game.


6.0 ad hoc design


6.1 DESIGN & MODELLING OF SIGNS


ALPHA

RAW RENDER

COLOUR TONING


Design journal 1 0