Thursday, May 05, 2011
Tuesday, May 03, 2011
Sunday, May 01, 2011
Environmental storytelling, evocative space, embedded narrative, information, hidden, reveal, obscure, mystery, immersion, exploration, personality, atmosphere, mood, style
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”.
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.
You may use any media of your choosing.
Frame Rate: 25 fps
Resolution: 1280 x 720
Audio: stereo, 44.100 kHz
Format: Dependent on your chosen media.
Resolution: 1280 x 720 (preferably)
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