Thursday, May 05, 2011

{COLLAB PROJECT: Occipital Chamber Design}

IT was really interesting designing this part of our brain maze~ hurhur... >u< The Occipital Lobe is responsible for processing visual information and also the part where dreams come from. That's right up my alley~ I enjoyed taking the imagery suggested by Laura earlier on and going somewhat nuts with it. I especially like the eyeballs floating around here and there and the Dream Silhouettes that appear.

I saw part of the 3D room the Production Team has created and am really impressed by what they've done! It's really cool to see concept art brought to life! I can't wait to see what the entire project will look like in the end! >u< It's really exciting and am seriously appreciative of everyone's hard work and the part each person plays in a big production.
Ganbatte ne, everyone! \(>u<)/

OccipitalChamber_Functional

Functional State: Room is filled with TV screens, flashing short bursts of random images and animation. Room is also covered in Film Reels, Film Strips and Eyeballs. Air is filled with a jumble of sound bytes of news programs and other shows.

OccipitalChamber_Dysfunctional

Dysfunctional State: No images on screen, just static. Nightmarish Silhouette creatures appear and block the Player's way. A low, unsettling drone fills the air. Static and eerie circus music emit from the TV screens and Clown Silhouettes.

OccipitalChamber_EntranceExit

Entrance & Exit to Occipital Lobe

Collectable_Items

Collectable Items:
Green Diamond - Fast Object
Red Sphere - Slow Object
Purple Star - Mystery Object that triggers Dysfunction Mode in Tunnels/Chambers

Collectable_Items_Placement

Examples of Collectable Item Placement
Chatting about Minor Project ideas with Ariel, Meredith and Jin yields sharing of interesting animation references >u<

{The Old Lady and the Pidgeons.}



{The Mysterious Explorations of Jasper Morello}



{A Series of Unfortunate Events: Ending Credits}

{MINOR Concept Sketch: Cute Monster Story Arc}

Minor_Cute_Sketches01
he... he looks like a cupcake.

Basic Storyline:

Big Burly TV-watching Man completely unaware of monster and is devoid of imagination + Cute Little Harmless Looking Monster who needs to prove that he's as tough as the other Monsters in the gang or get rejected/killed/eaten + Gang Leader Monster looks disturbingly thin and harsh and is watching the Cute Monster like a snake, waiting for him to screw up. + Gang Member Monsters who cheer or mock or dismiss Cute Monster
{MINOR Monster Doodle}


monstar01_sketch

\(>n<)/
Looks like how I feel sometimes.
Trying to figure my monster story out...
I've got a basic structure or framework...
but I need to work on the relationships between my characters...
Man and Monster... Monster and Monster 'Boss'
And find an angle/focus that I want to care a lot about...
enough to tell a good story... Keep asking self... What If...

Busy Man with impending deadline + Neglected Monster craving attention or else he'll fade away like a distant memory

Busy Man completely unaware of monster + Traditional Scary Monster who wants to do things by the book and can't have it that the Busy Man is working to ridiculous hours of the night. They argue and fight (like a couple). End up going for Relationship Counselling to figure out how to deal with their problems.

Sleeping Man completely unaware of monster + Unconfident Monster who has to prove himself to his Superior Monster or get rejected/fired/dead + Superior Monster who is highly critical and devoid of any compassion is getting ready to reject/fire/kill Monster.

Sleeping/Working Man + Unconfident Monster auditions for "Monster Idol" and wants to win the competition, prove he is not a loser and gain his confidence back + Judge & Tester Monsters who are difficult to please and are very critical and enjoy putting contestants down + Monster's Best Friend and Agent who gives him good/bad ideas of how to win the Judges over.

Bored TV-watching Man completely unaware of monster and is devoid of imagination + Cute Little Harmless Looking Monster who needs to prove that he's as tough as the other Monsters in the gang or get rejected/killed/eaten + Gang Leader Monster looks disturbingly thin and harsh and is watching the Cute Monster like a snake, waiting for him to screw up. + Gang Member Monsters who cheer or mock or dismiss Cute Monster

Tuesday, May 03, 2011


by Lukas Vojir

Little interactive monsters and creatures created using Processing coding :3

Sunday, May 01, 2011

{SPACE & ENVIRONMENT fake BRIEF}

Environmental storytelling, evocative space, embedded narrative, information, hidden, reveal, obscure, mystery, immersion, exploration, personality, atmosphere, mood, style


MOTIVE:

Spaces or Environment are an essential element in any animated or interactive work. It sets context, mood, atmosphere, style, scale and time for a piece of work. It quickly tells stories about a person, communicate a world of information about a Character's personality, quirks, attitudes and relationships to the viewers or players in a short amount of time. It can be used to reveal or hide information from the Viewer. And especially in Interactives, space can be fully utilized to immerse a Player in a world, challenge a Player, allow a Player to challenge or interact with other Players, or allow a Player to exercise their creative and constructive abilities.

Without a thoughtfully designed space, there is little context for which a character or player exists, leaving the audience disengaged. A well defined space draws the audience into the work, allowing them to suspend disbelief, set aside the real world and completely involve themselves in the work presented.

Some interesting Linear examples would be the animated adaptation of Peter Beagle's “The Last Unicorn”, Jim Henson's “The Dark Crystal”, “Labyrinth” and cyberpunk manga by Tsutomu Nihei “BLAME!”. Interactive examples would be Doug TenNapel's “The Neverhood”, “Machinarium”, “Samorost 2” and American McGee's “Alice”.


MEANS:

For Linear Pieces, create a space that would inform your audience about a Character, without blatantly showing the figurative character itself. The character may move around and exist in the space, but is not to be the centre of attention. You may also choose to have the character absent. The space and objects within should reveal to your audience who the character is, what he does, and ultimately a particular desperate, surprising or shocking struggle he is facing.

Utilise lighting, diegetic and non-diegetic sound, colour, framing and timing to bring across your ideas.

For Interactive pieces, create a space (perhaps a room) that allows a Player to explore and work out for themselves who the absent character is. You may think about creating a hidden, secret place that reveals the sinister or astonishing truth behind the character.


MEDIA:

You may use any media of your choosing.


Linear submissions

Format: Quicktime

Frame Rate: 25 fps

Resolution: 1280 x 720

Audio: stereo, 44.100 kHz


Interactive submissions

Format: Dependent on your chosen media.

Resolution: 1280 x 720 (preferably)


SUBMISSION

Works are to be submitted to the AIM SERVER along with a completed RMIT Submission Form.

Naming Convention: StudentNumber_Name_Title

Submission Date: 27 APRIL 2011