- Words that indicate time go at the beginning of the sentence (now, tomorrow, always, never, sometimes, etc.)
- Adjectives precede nouns
- There is a single symbol that can be written after a noun to express possession (similar to apostrophe S in English)
- There is a word that can be put at the end of any sentence to indicate that is a question (similar to a question mark)
- There is no punctuation
- Articles like a or the are not used
When I started in New Genres, I was determined to make a game. My original idea was to create a visually simplistic, text-based narrative that the user would progress through by answering questions. After reading “Strategies of Interactive Art” by Ryszard W. Kluszczynski, I learned that games aren’t the only cool way to create an engaging and thought-provoking interactive experience. For now, I put my original idea aside. Once we decided on the theme “Supernova” for the Art Party, the rest of my idea began to take shape. As a lover of linguistics, my mind went straight to alien language. I could stick with the idea of asking questions to my audience by writing them in a language of my own creation and translating them into English. I later decided I would create a slideshow of questions and proverbs to display with two projectors simultaneously. I started off by brainstorming a set of symbols with which to build my language. I wanted the symbols to look different enough from the latin alphabet but still recognizable as a language to my audience. I decided that they would be composed only of straight lines and could be strung together without spaces in order to form words. Pictured below is an example of the first version and a string of random symbols. The next step was to create a font so I could type my language. I used fontstruct.com, a website that I had never used before but was easy to figure out. This is an example of what the interface looked like as I drew each letter: While translating my hand drawn letters into their digital forms, I discovered that the diagonal lines weren’t working as well as the horizontal or vertical ones. They looked strange and out of place, so I wrote new characters using horizontal and vertical lines only. I also realized that it would be difficult to tell where one symbol began and another ended when they were all strung together, so I added a dot centered above every symbol to make it easier for the reader to discern. Finally, I decided to make one symbol for every letter in the alphabet so I had enough of a variety. One problem that was troubling me as I worked on my project was, what does each letter sound like? I realized that creating an entire phonetic system was much too big of a task and also not relevant to my project. Because it was going to be projected, the point was for it to be visually interesting and different from English, so it didn’t matter what it sounded like. Whenever I was asked about this, I explained that humans are incapable of producing the sounds of the language. When I finished my alphabet, I downloaded the font and began typing out my questions and proverbs. The questions were meant to be thought-provoking, not cheesy, and start conversation among my audience. As I wrote them, I imagined an alien civilization that wished to communicate with other planets. What would they want to know? I thought about what their planet/culture might be like and how those features would become apparent through the questions they asked, such as space travel, dimension hopping, crystals, slime, and beasts. I wrote 26 in total. To create words, I mostly just typed random letters until I came up with something visually appealing. For some words, like sun and moon, I used the symbols to create shapes that looked like what they described. I also needed to create words for concepts that don’t exist in English, like solid-bodied or soft-bodied or body swap. I recorded every word I used in my journal and created a dictionary for myself to refer back to. I also created a basic grammar system for my language. I did this by making up rules as I needed them, then sticking to them. To start, I decided that the basic sentence structure would be subject → object → verb. If the verb is is, it’s left out because it’s implied. For example, I like pizza becomes I pizza like, and I am a student becomes I student (am). Here are some more of my grammar rules:
What aspects of your game changed the most over the semester?
Originally, I had planned my game in a way that wasn’t really radical–it didn’t give the player the opportunity to choose their path. At first, it was just going to be the player could talk to the coworkers and do favors for them and that was it–but as my story developed the manager became more included and now the way the story of my game will play out is that the player has the opportunity to unionize or get a raise/promotion. There’s a genuine choice to be made between two seemingly good options, not just “unionize or don’t.”
What parts of the game stayed pretty much true to the original idea?
From the beginning I knew that I wanted cigarettes to be the social currency of the workplace. I wanted the player to use cigarettes to get to know the coworkers and build solidarity levels–the cigarettes also bring a playfulness to the game which I think makes the horrible workplace more fun.
How could you have used your paper model to save time?
The paper game was very helpful in figuring out how conversation would work. The first time we ran my paper game my conversations kept falling apart and they weren’t set up properly, which was helpful, even though it was at first frustrating. The paper model showed me how I needed to structure the conversations within the levels to ensure that the player would understand the goals of the game.
What surprised you about your abilities to make your game?
Honestly, everything about this semester surprised me. I was very overwhelmed and a little afraid at the beginning of the semester–but I couldn’t believe that I managed to keep up with the class. Coding was a fun and engaging puzzle to figure out and of course I got frustrated but I am really proud of myself for getting conversations to work again after they broke for about three weeks after spring break.
What was easier to do than you might have expected?
Animation was easier than I was expected I think. It was super tedious, yes, but once you break down the steps it is easy to figure out to build the assets to move in a realistic way. Setting up the animator and controller in Unity was definitely more difficult, but overall animation was a more manageable task than I had expected.
What was harder?
Though I already mentioned that I was surprised at how quickly I picked up some aspects of coding, that definitely doesn’t mean I thought it was easy. At the very beginning, learning the differences between very basic types of functions and variables seemed impossible to me. I didn’t know what any words meant and I kept a notebook to remember the definitions of all the terms the textbook referred to in the chapters. That was a lot of work, but after the first few chapters the hard work paid off and I felt somewhat on top of the code.
How important was time management on this project?
Time management was definitely important, since it was always a stressor if I had worked on something up until the last minute but then some aspect of the game broke and I had to come to class with a partially broken game because I didn’t leave myself time to debug and unravel all of the error messages that would pop up when I would try to play my game.
What would you have done / chosen to do differently?
If I had the opportunity to start over with what I know now, I would maybe attempt a to build a more linear story for my first game, as what I have set up now feels a little ambitious for my first game. I think if I had a linear story line with sequential levels, it would be a lot easier to build and I could devote less time to figuring out the logistics of the story and more time to expanding my understanding of C Sharp and the Unity engine.
How is your game story radical?
My game is radical because it teaches the player about labor organizing and the power of solidarity. The player has the option to put their head down, not get to know their coworkers, and listen to the manager to get promoted, or build relationships with their coworkers through giving them cigarettes, picking up shifts, and learning about their lives to unionize them. They have to make decisions about whats more important: the illusion of upward mobility or solidarity with other members of the working class that builds collective action.
How have you used events in your main and secondary level to express your game story?
In the first level of the game, the player is introduced to an old worker who was recently fired from the restaurant for trying to organize the workplace. This worker sets up one goal for the player: unionize the workplace. They explain that its a risky job but that the player might be good at it, and it can be done by just talking to coworkers. Then, (this isn’t built into the game quite yet) the manager comes out to talk to the player and explains that if the player keeps their head down and does their job, they might get promoted and made employee of the month in due time.
In the second level, the player talks to their coworkers and learns about their life and hardships. While the manager isn’t listening in, one worker, after the player gives them a cigarette, tells the player how difficult it is to go to college and work full-time because the manager refuses to coordinate the work schedule with their classes. Another worker can’t find child care for their daughter while their at work and is often late to shift because of it. The workers only tell the player these stories after the player bums them a cigarette or they feel a certain level of solidarity with the player.
How have you used hitboxes and triggered animations as expressive elements?
I didn’t get a chance to include this in my game build, but I was planning on including hitboxes throughout my levels that would trigger a smoking animation, so any time the player collided with the hitbox they would pause, face forward, and take a drag of their constantly lit cigarette, no matter what level they were on. This would bring levity to the game and give the playable character a deviant personality, showing that they don’t really care about the rules anyway if they’re willing to smoke indoors in their workplace.
How have you tried to surprise the player?
I’ve tried to surprise the player with the places they can find cigarettes in the game, like among trash bags and in the refrigerator. This adds a kind of scavenger hunt element to the game, since you need cigarettes to get the coworkers to talk to the player.
Is your game entertaining? In what way?
I hope my game is entertaining. I tried to make it entertaining! I aimed to bring a levity and playfulness to the dull and depressing life of the fast food industry. I wanted to show that union work and getting to know coworkers is what brings life to the workplace, and I tried to show that through the artwork and the walking animation. The aspect of the cigarette scavenger hunt also makes it fun because that’s just a funny thing to include in a game.
Conflict and choice in the Game.
The player is supposed to be somewhat conflicted in the game by being given the choice to not get to know their coworkers and instead get a raise. But ideally, I want the player to learn the power of solidarity and building relationships, so the reward for unionizing will be much more satisfying than the raise or promotion. The conflict arises when the boss asks you to do little tasks, and you must decided whether you’ll complete the tasks of the boss or the favors for your coworkers.
At this point, what ideas are keeping your game alive for you?
For me, the idea of building a UI element that measures solidarity levels among coworkers is very exciting to me. I want a little bar at the top of the screen that goes up and down depending on what you’ve learned about your coworkers and how much they trust you. If solidarity levels are high enough, you can file for a union election, but if they go too low, workers will quit or stop talking to you completely. This adds an element of stress to the game as it provides a tangible measure to how close you are to wining and failing.
Any new inspirations?
Undertale’s combat system is intriguing to me and I would like to draw on that for my game by adapting the combat system to be used for certain conversations. The player enters combat when talking to other coworkers and must build their levels of trust in order for them to tell you certain things and want to sign a union card. This idea comes from Undertale’s use of the combat system where you don’t have to fight–instead you can compliment you enemy or flirt with them to make them not want to fight you.
What aspects of your game changed the most over the semester? The role of the player changed the most throughout the game. In fact, I would say that I’m still not really sure what the role of the player would be in the fully developed story. I originally wanted the game to be broken out into three different acts and for the player to be controlling a different character in each act. My plan from the beginning was to make a game about gentrification. I wanted the first act to be about a young, upper-middle-class, recent college grad moving into a gentrifying neighborhood and having to face-off against the unfamiliar territory and the people who already live there. The second act would be from the perspective of a younger, high-school-aged kid from a working-class family whose been living in that same neighborhood for several generations, and who now has to handle the changes occurring in the neighborhood (with those changes being caused by gentrification). The third act would probably involve those two groups coming together and realizing that, while initially, they may have seen each other as enemies – both fighting for the same area – they actually have a common enemy. They need to come together to form a strong community to protect everyone who lives there. They would need to fight predatory real estate brokers and get laws passed to save the community. I ended up simplifying the story considerably. I chose to limit the story to only being from the perspective of the college-grad who has just moved to the city and is looking for an apartment. I’m still not sure if that change is final or if it will just be temporary for this class. What parts of the game stayed pretty much true to the original idea? I went into building the idea with a strong and clear idea of what I wanted the theme of the game to be about and what I wanted the art and animations to look like. I think, coming out the other side, those things mostly seemed to stay unchanged. How could you have used your paper model to save time? I think the paper game could have been a good tool to lock in the game story early on and quickly test different ways of playing the game. For example, I could have used it to decide between playing the game in three acts, with three different characters, as I mentioned earlier on in the post, or I with just one main character. It would definitely have been helpful to have seen how players reacted to both versions of the game. Although I do think that in order to get helpful reactions from players, both versions of the game would have to be developed pretty fully, which I don’t think we had time to do in this one semester class. What surprised you about your abilities to make your game? I was surprised at how well my art and animations fit with the game format. They stood out from the other games in my class. And I think they made for an interesting and engaging world for players to explore. What was easier to do than you might have expected? I would have to say that the character movement was easier to add than I expected. I went into the class thinking we would have to code in physics rules and ease in and out player movements so that they would come across as fluid. There was certainly some coding involved but ultimately, Unity seemed to take care of most of that for us – which was certainly appreciated. What was harder? The coding was much harder than I expected it to be. I knew it would be an integral part of the process, but I don’t think I understood how integral it would be. I was surprised to find that in order to perform a function that, I would have initially thought to be extremely simple (for example, adding in a sound effect), was in fact at least a little bit more complicated. Pretty much everything at least needs at least some code attached to it – while I expected more things to be plug-and-play, or able to be dropped into the scene and be functional. How important was time management on this project? Time management was definitely an important aspect of the project. I would say especially when it came to the debugging process. Often, I’d be able to follow along with the book’s example and 75 percent of the code would work for my game but then there would be another 25% where I’d have to adapt it to fit my game which almost always required some trial and error. Especially given that these were problems with code that I was only learning as we went along. I was almost always able to get everything working but it would take some time, which I needed to be sure to budget out. What would you have done / chosen to do differently? In retrospect, I would have wanted to spend more time up-front working out my game story, and potentially testing it out on paper before I began playing it. I felt a bit like I was assembling my airplane in mid-air – by coming up with the game story as we went. I don’t think it ended up being as strong as it could have been if it was locked down ahead of time, and I wasn’t making creative decisions reactionarily. A major caveat to that would be that I was really glad that we actually got to build a game of our own as we were going. I don’t know if it would be as satisfying if I left the class with a game concept and a paper prototype. Also, without having built a game before I don’t think I would have been in a good position to know what game elements would be feasible and what wouldn’t. Therefore, even if I end up starting over from scratch, I guess I’m glad that we did it this way. I would say that the important takeaway from the class was not necessarily the game file but was rather the knowledge of how to construct a game and how to go about building it. (Sorry if that sounded cheesy and cliché.)
Any new inspirations? I think games like Undertale and Papers Please are a great source of inspiration when working on my game. I really like the idea that the player is able to make decisions that matter rather than just being there to click buttons that advance the narrative. It seems like the best way to get players to feel invested in the story and how it ends is by giving them some measure of control over how the story unfolds.How is your game story radical? My game puts the player into the shoes of a recent college graduate, who got a job in the city, who’s looking for an apartment in a gentrifying neighborhood in Brooklyn. As the player progresses through the game, they will be working towards getting an apartment. As the game progresses, the player will get the opportunity to rent their apartment but they may choose not to as it will be bad for the community. The goal is actually more complicated than they had initially understood. They have to rent an apartment without contributing to the gentrification of the neighborhood. What’s best for the player might not be best for the neighborhood. How have you used events in your main and secondary level to express your game story? The main point in the street level where the player comes face to face with the game story is speaking with the landlord out in front of his apartment. The player goal is to find an apartment, and this is their first interaction with the landlord who they may eventually decide to rent an apartment from. He’s dismissive of the player’s character because of their age. Although he tends to assume (from judgmental snap judgment) that the player comes from an affluent enough background that they’re probably receiving some financial support from their parents. While the player reveals that it’s not true, that characterization of the player will frame the landlord’s interactions with them as the game narrative continues. In the secondary level – in the coffee shop – the player asks around for advice about living in the neighborhood. They speak with the vlogger working on her laptop and ask her about the neighborhood and what it’s like living there. She cuts him off and ignores the question. She doesn’t answer the question, but this interaction is meant to illustrate that the type of community represented by the boutique-y coffee shop. It represents a possible future for the neighborhood in which gentrification runs un-checked and there is no strong sense of community to protect the neighborhood and its inhabitants. While things may look nice and clean and minimal, everything is overpriced and clean to the point of sterility. If the player isn’t careful, their actions could cause that future to become a reality – they may get an apartment now, but it would destroy the neighborhood and the community. Eventually, the player would be priced out just like the people who are currently living there. How have you used hitboxes and triggered animations as expressive elements? On the main level, the player passes by a kid spray-painting a temporary construction wall. As the player passes, they will trigger an animation for the kid to spray paint the wall with new graffiti. His graffiti will subtly deliver the message to the player that the neighborhood is in the process of changing – not necessarily for the better – and as the player continues, they’ll see that their actions directly contribute to that change. Additionally, as the neighborhood becomes more gentrified, the graffiti will shift from being tags (from this kid) to street art advertisements, commissioned by companies, in an attempt to get consumers to photograph and share it on social media. How have you tried to surprise the player? So far, I’ve tried to surprise the player with the dialogue. Certain interactions, such as the one with the MTA worker, where he tells the player they can’t pass because the subway is under construction. Then if you talk to him again he says that the seemingly endless subway shutdowns aren’t really construction but are in fact part of an elaborate social experiment. For the purposes of the game, I don’t know if that’s actually true or if it necessarily has any effect on the main game story. But I do think fun and surprising interactions such as those will keep the player on their toes and make them excited to continue to explore the levels. Even if they just reach a dead end, maybe they’ll also uncover something funny. Is your game entertaining? In what way? From the get-go, I’ve aimed to make the game entertaining through the art style and the animations. All of the art was done in Illustrator and then, when applicable, animated in After Effects. I think that makes for a clean, refreshing environment, in which the player can immerse themselves. Then, once the player has started to get into the game, I’ve tried to make the game’s dialogue interesting and even a little funny (and at times even bordering on self-aware). I think, as long as the player is having fun interacting with NPCs, I’ll be able to deliver plot points to them bit by bit, without them losing interest. Conflict and choice in the Game. I want the player to feel conflicted when they finally get the chance to rent an apartment. Speaking through the NPCs early on in the game, I will deliver the goal of renting an apartment – but it’s important that the directive doesn’t come from the game itself. I want to nudge the player towards renting the cheapest apartment, or the best apartment for them. The player will have various hoops to jump through to achieve the goal but then, just as the goal is within reach, I will attempt to subtilty present them with an alternative. It won’t necessarily be of the greatest benefit to the player, but it will have the greatest benefit for the neighborhood and the community. At this point, what ideas are keeping your game alive for you? I still really like the idea behind the game and I enjoy working on it. I would like to see something come of it. I think it could use a more thorough dive into the full narrative of the game – it’s still not fully fleshed out. As it exists now, I think the game has an interesting concept but I think it would require a deeper dive to fully work out the minutia, in order to make it a more cohesive story.
My game story is radical in that even though the protagonist of my game has amnesia recovering her memories isn’t her primary goal. Her primary goal is to find a stranger whose ID she found in the swamp. This stranger turns out to be Kaira’s sister. While some parts of it haven’t come up in game yet there is the fact that Kaira, my main character is a queer black trans woman. This is always how I have conceptualized the character but she really isn’t the type of protagonist a lot of games have unfortunately. How have you used events in your main and secondary level to express your game story? I have used character conversations to push the story and the player along. My main level is largely used to establish setting and what constitutes “normal” in this rather abnormal place. I also establish the varying dynamic between the animal species and humans with these first few encounters. For example even though the swamp wolf doesn’t speak like Shari and Zhis do he still communicates with the other characters, establishing him as a member of a sentient species. How have you used hitboxes and triggered animations as expressive elements? As of right now I haven’t implemented hitboxes or triggered animations but I will be using them in future editions of the game. I will be using a hitbox to introduce one of my favorite characters in the game so far, Shari the four eyed cat. How have you tried to surprise the player? I’ve tried to surprise the player by having seemingly meaningless interactions be the precursor to more events in the game. I also hope having Zhis know more about the player character than the player does most of the time will also be a bit of a surprise. Is your game entertaining? In what way? My game is very narrative focused so a lot of the entertainment comes from conversations and character interaction. The varying personalities of the characters is something I hope the players are entertained by. At game night several people who playtested the game seemed to enjoy it as well. Where in your game would you like to push the player away from calculation and towards conflict/choice? I want the companion characters and their requests of the player, which will at the very least make other companion requests Harder if not Impossible to complete. This will make the player basically have to choose which character they would rather please. Where in your game could you offer conflict/choice? I could offer more conflict/choice by having the character not have to go to Nadia’s tavern, which would make things interesting since that is where the player character Kaira learns her name. Where in your game must you offer conflict/choice? I must offer conflict in whether the player truly wants Kaira to continue on her mission to find her sister or not. Because if there is no conflict within the player or the character then the game will be boring. Where in your game must you never offer conflict/choice? I think one place my game must never offer conflict/choice is in the player doing something. I have had many gaming experiences where I simply lose motivation even with quest markers and the like. I want the player to remain engaged with the game and not lose their reason for playing even if they aren’t focusing on the story quest. Being sedentary cannot be an option in this game. At this point my dedication to characters that haven’t been introduced is keeping me going on this project. Characters like Nadia and Shari who while they do have a few conversations are not as involved with the plot of the game so far as Zhis is. As for new inspirations, I haven’t really had many as of late unfortunately. Hopefully working more on the music over the summer might give me some new ideas.
My game is about two ghost hunter twins, Becca and Casper Radley, who attempt to convince a wealthy couple that their mansion is haunted so that the couple will be forced to sell it at a price the hunters can afford. They are given a week to do so, and so every day the siblings talk to the people of town to fabricate a different haunting. In the process, they accidentally stir up real ghosts who are connected to the emotional instabilities of the people in the town, and so the player must exorcise these real spirits or risk being killed during their con.
In the levels I am submitting for this class, Casper goes to the local bank museum and steals a cowboy bank robber costume from one of the exhibits. He does so by trapping the bank owner in a photo booth and convincing the only employee to go help her. The sheriff’s mannequin disappears once he has done that, and there is a mystery as to where it went (spoilers, it will attack Casper in the next level).
The radical aspect in my game is in its manifestation of emotional conflict. The ghosts are representations of the town’s denizens, and have been a part of their psyches for so long that they cannot notice them. The only people who are capable of comprehending the extremely damaging way the townspeople are going about their lives are the twins, who are outsiders. The twins are drifters, and show a sort of amused disdain for the connections that give rise to these ghosts (as evidenced by the fact that the only ghosts they have encountered before are fake ones that they self manufacture), and their lack of understanding about a greater emotional support network likewise hinders their ability to exorcise real ghosts at first. In order to effectively deal with the enemies of the game the twins don’t become physically more powerful, but rather learn more about how to handle interpersonal situations with a level of sincerity.
This game idea was inspired by my love of cheesy ghost hunting reality TV, and from learning that in many locations a homeowner must disclose that a house is haunted before selling the property. It has for the most part remained true to this original inspiration, though in the earliest iterations of the game Casper was himself a real ghost and the events of this game were not the first time the twins had committed this con. The iteration I brought to the first class of the semester is fairly similar to the one which I ended up completing for my conference, especially Casper’s general amorality. The major change in concept over the course of the semester is the concept of ghosts as a manifestation of emotional turmoil. In previous iterations, there was only one real ghost (the ghost of one of the homeowners’ deceased brothers), and I felt that this reduced the importance of the other NPCs since they weren’t involved in the central haunting.
Development hit a bit of a snafu when I ran into an issue with the advancement of conversation flags resulting in the player missing some conversations. This has been rectified for the time being, though in the future I will likely end up removing the dialogue system I made and replacing it with a plug in.
From crits, I learned that people wanted more sound, and considered the strong point of the game to be the characters and humor in their interactions. To that end, the next thing I intend to add is more hitbox animations, extending the background music, adding sound to Casper’s footsteps, and stopping all background music when in the back of the museum.
I could have used my paper model more in earlier phases to predict the extensions I’d have to make to the maps. One of the weakest visual points of my game in its current phase, is, at least in my opinion, that there’s large areas of empty space beyond the boundaries of the map. This was done to avoid blue space visible on the edges. Had I used a frame around my player character during the initial testing, I would have been able to see how much extra background I would need and could have redone the art so that I could balance out where the walls were with how much space I needed in the map (my first draft was extremely crowded as well). One of the major critiques I received was that people were confused as to why they couldn’t walk further once they hit some of the invisible walls, and this could have been rectified if I’d paid more attention to my paper models.
The thing that surprised me the most about my abilities when making this game was how smoothly most of the initial programming went this time around. My last game, managing scene transitions was very difficult, but using the Game State Manager I was able to program in complex scene states and maintain a game across multiple rooms.
The most difficult thing to program was the conversation manager. If I were programming the game again, I would have written it with a simpler dialogue system in mind for easier debugging. Though I’m satisfied with the dialogue interactions that I came up with, the system we used from the book was not intended for the level of complexity I ended up with. I would have also started implementing the dialogue sooner. If I had discovered that it was having issues earlier, it would have been less stressful to debug it before the due date.
The original inspiration for this project was that our housemates often spend evenings knitting together, talking and watching television. We both love knitting, finding it to be relaxing and a nice activity to do with our hands as we socialize. Our original idea for this project was to create a full blanket that we would ask the participants to unravel and give us the pieces of yarn. We soon realized that this wasn’t realistic, so instead we changed the focus of our project to be one of collaboration. We often knit our own projects separately, but this installation was a team effort, so we wanted it to be fully collaborative. In order for it to be this way, we decided to each knit about half of the blanket. Then we would sew these halves together while still knitting the blanket, so we would knit from both ends. We still wanted people to interact with the blanket, so we decided we would gather materials that could be knitted with that were not yarn (ribbon, shoestring, twine, cut up tablecloth, string made of plastic — all in a variety of colors). People would then add these to the blanket by handing them to us to knit in, and we would teach the audience members (who we later dubbed community members) to knit as well. After one of our first critiques on this project in class, we realized that if more than two other people were participating, they would get bored and wouldn’t feel engaged with the piece. We also wanted people to do something besides knitting, because we know that sometimes the idea of knitting can be intimidating. With this, we planned to encourage community members to braid or otherwise combine some of the non-traditional materials and either ask us to knit them into the blanket or tie them into the fabric we had already knit in any way they wanted. During one of our final, aesthetic-focused critiques for this project, we decided that to frame it, we wanted to be sitting on a fake cloud to add to the comfortable, homey feeling. We got pillow stuffing and formed it into a circle to sit on, and we sat across from each other, wearing kind of cutesy outfits of shorteralls and pastel t-shirts. The blanket would go across the cloud, and we would knit it simultaneously. Our experience of the installation was overwhelmingly positive. It was nice to be in the middle of Open Studios, where people were milling about and being contemplative, and changing that space to have it be one of direct and kind interaction. When we invited people to sit with us, one of the main points of pushback was that many said they could not knit. In these instances, we responded by saying that we could teach them, or they could do something else. This was one of those wonderful moments where what we had planned lined up with reality. Overall, we made new friends and completed a blanket that truly feels like it came from the community. If we had unlimited resources and could do the project again, we would have liked to perhaps have made a schedule for all of the community members to actually be able to use the blanket, or we would have done multiple sessions of sitting in Heimbold, asking people to participate in a similar way each time. Because at Open Studio there were so many people that were so excited, but we couldn’t physically and emotionally support all of them in making the blanket, the idea of multiple knitting sessions seems wonderful in retrospect, to have been able to forge a strong sense of community.
When I signed up to take this course, I knew that I ultimately wanted to learn digital art skills that could pair with the electronic music that has been my primary artistic practice for the last couple of years. Since the theme of the class is “club visuals,” the idea to make visuals that could be projected behind me during a live performance was an obvious choice of project, and perfect for the type of music I make. Being new to digital art, I had no idea how the project would shape until I started using Photoshop and After Effects and learning what was possible. Early in the semester, I was drawn to psychedelic imagery and color palettes and thought my conference visuals might be psychedelic, and incorporate fractals and kaleidoscopes. As I worked in After Effects though, I began to think more critically about abstract shapes acting as characters, and how to build narrative that develops formally. My work shifted away from executing very literal and categorizable ideas like psychedelic imagery, and opened up to more experimentation with how the expression of color, shape, and motion can set a mood and build a work’s personality. When it was time to make my conference piece, I decided the best course of action would be to build a framework guided by the tone of the music to set the mood, and then fill in the narrative with different shape characters that I could develop formally, calling upon all the techniques that we worked on in class. The piece I used is an ambient interlude piece called “Cloudbirth Interlude,” and so the project became the three minute long video, “Cloudbirth,” an ambient visual piece for the music of “Cloudbirth Interlude.” The piece opens with a dark purple glitter field that connotes outer space as well as elegance, setting the tone for the piece. The piece “Cloudbirth Interlude” comes in with a “glittery” sounding synth patch, and as this sound enters, the title of the piece, Cloudbirth Interlude appears in an elegant red font over the glitter field. From here, the piece launches into glittery fractals that move across the screen as the music expands. At first, I was almost afraid to use fractals, because of their potential to limit the space and ideas of the piece, but in using them so simply and overtly, as well as in pairing them with the glitter field, I felt satisfied that I was not leaning too hard into the trope of a “fractal space.” The main character of the piece is what I grew to refer to as “the ovules,” which are gray ovular elements that appear in the space and slowly move around. In my first draft of this piece, they had a lot of motion, partially because I was afraid of them becoming stale if they weren’t very active. However, as I edited the piece, I realized the power in the ovules moving slowly, and on their own conditions, even if it felt slower than I thought I “should” have an element move, to keep the piece dynamic. They move around a bit and then rise up, as the next element, red stars are introduced to the piece. In keeping with the space theme, my other important character in this piece is the red star, that flashes up from the fractal field and out toward the screen. This happens for a few minutes before a particle rain comes down and the screen strobes with a red “light” that eventually takes over and becomes the new backdrop. Here, our ovule friend can return, alone this time, and express other ambient sentiments, like rippling, and slowly changing from grey to blue to purple, and slowly swelling — though not without returning to its original form just before its departure. This final section of the piece is one of my favourites because of the “eye,” formed from ovals flashing and shaking. At this point in the video, it is almost the end, but all the elements from the fractal world have found a new iteration to take on, unified by their connection to their original identities, as well as to a unifying color palette, and the grounding of the ovule’s return. As the music comes to a close, this scene “strobes out” and flashes back to the glitter field, which serves to bookend the piece, but also to be functional if I wanted to loop the piece during a live performance. I found the project to be largely successful, considering its intended purpose. While previous work of mine in the class sometimes had a lack of motion that made imagery too stagnant, the nature of this piece was such that motion could be slower and simpler, and my lack of rapid perpetual motion worked as a stylistic choice. In its first draft phase, I felt the need to move the ovule characters, and they ended up taking on a “cuteness” that did not serve the piece. I think the edits I made helped the characters to be confident in their slow pace, and remain true to their identities within the space. That being said, adapting to making a piece that could serve a slightly different purpose that just a video work and allowing the slow pace to live itself out was a challenge, and I think there are still places where the video would benefit from being slowed down even more. One of those places that really sticks out to me is the part where the particle system is spewing from behind the singular ovule. While I love this scene, the particle system is moving too quickly, and I could not figure out the best way to get it to slow down without changing its identity within the space. I guess in this way, the pacing is one of the most successful elements of the piece, but also one of the unsuccessful ones in the places where it did not come across exactly how I wanted, as disruptions in the flow detrimental to this type of piece. As I evaluate how this piece relates to my other work, I think it was one of the first works where my voice and style felt liberated to come through. Not just because of the use of my own music but because I felt justified in building a slow, ambient world, and am starting to see my elements execute themselves with confidence in their identities. The mix of purples and blues and reds and greys set a mood that suited the music and the narrative, and while it was a somewhat limited palette, I never felt like I had to hold back or constrain the ways in which I used them. Similarly, the patterns established by the elements were always interconnected, but not too tightly; the stars find their way back into the piece in a vastly different iteration, as do the ovules, and their ovular backdrop. Motion is the element that is probably the most constrained, as it is super simple, but it feels like I am now developing a sense for when and where elements need to move, in relation to the piece, in order to not become stale. Cloudbirth is really just a first take on visuals that I could project with my music. Until I actually use these visuals at a show, I will not know exactly what elements need to change and what can continue to be thematic in my work, but as I continue this kind of work, I plan on expanding on each of the moods set by the different scenes, playing with how slow and ambient I can let them be, while still introducing enough motion to make them interesting as a backdrop for live music. The element of the large oval with waving edges that appears in the fractal world would ideally become a kind of bright frame around my body at the live shows, with the particles and stars embellishing without detracting from me as the focal point. This project, and the wrapping up of this class tied together all the technical and conceptual skills we had worked on and forced me to start considering my own voice as a digital artist, now that I have a basic understanding of how to structure animation art. After finishing and reviewing the work I did on Cloudbirth, I feel like I have reached a point where I can start building exciting visual narratives to go with my music and other artistic projects.
After some research into Tara Donovan, I thought for a bit I wanted to have so many toilet paper rolls that they lost the look of a toilet paper rolls and became an independent sculpture. But after seeing just how many toilet paper rolls I had, I realized that there were not enough to create the effect I wanted, and our house did not go through toilet paper rolls fast enough for me to use them in this way.
I decided, after thinking more about the toilet paper rolls and what other kinds of materials I wanted to use, that I wanted to cut the toilet paper rolls to different heights of tubes hot glue the sides of them together, creating almost like a bunch of buildings all close together, or the top of a factory with lots of different building heights within it. This sculpture was exciting to me, but even after this change to the materials, I realized that they still looked like toilet paper rolls and transformation hadn’t truly taken place.
I decided to add two elements to the structure — hot glue with melted crayon within it and a paint or paper mache-like covering made out of water, flour, and varying levels of turmeric and cumin. I covered the structure in the different mixtures, having ones that were white (just made out of flour and water) on the bottom and incorporating more turmeric into the mixture as I went up. I knew I wanted this to be a relic from an alien planet covered in sand, with the sand becoming paler and paler as one dug into the ground, and so I tried to make the structure look as if it was made of sand that had been pressed into a solid.
After the structures were created, I started to focus more on the narrative behind them. As someone who lives in a co-op, I liked the idea of organisms living in the structure I created. I had thought that maybe they would live together in the structures. I created these organisms out of some felting wool that one of my housemates had and covered it in hot glue. I decided that my reasoning for the hot glue would be that it was resin which had encased the biliopii (the organisms). Thinking about the idea of illusion, I didn’t want the viewer to be able to see the alleged organisms too well, so the covering of hot glue would make it more mysterious and also more believable.
Then, I started to incorporate the interactivity and my place in the project. I made the character of Dr. Prudence who was a researcher who led a team to the planet Demeter where we found these hives and the biliopii. I made some fake sand out of salt and flour and turmeric and had the audience touch that. Then I had them put on gloves to pick up the biliopii and use flashlights to try and get a better look at them. I also invited audience questions at the end, which added an improv element which made it more exciting, both for me and the audience, I think.
After the Supernova Art Party, I was happy with the way my project turned out, but I wish I had incorporated more opportunity for interactivity than just explaining a fake scientific discovery. I was really happy with the interactivity I did get, but I felt that at the end I put too much pressure on the audience. If I could do the project again, I would likely try and plan out more opportunities for interactivity so that the audience could become more engaged and there would be less time of me explaining everything to them. I also would have taken more photos! In retrospect, I feel like a big fool for taking no photos except for one selfie! Thankfully Micha had some of my setup which was wonderful!
For this conference project, I intended to use after effects to recreate repeating scenes in my dream when I was a child. I believe most of us share the same experience of entering the same dream. When I was a child, I used to see kaleidoscopes before I went to bed and climb into and out of wells as I entered my dreams. When I had fever (even before I knew I would have a fever), I would dream of climbing on cement walls with cement balls crushing on my back. I also repeatedly dreamed of walking into a kindergarten with students and teachers with just three kinds of faces, my parents and I. Sometimes I could see two parallel worlds in my vision. These nightmare-like dreams had given me a lot of pressure, but I wanted to put them into a more joyful theme for this conference project.
After the trip to Japan during this spring break, I made several collages about color palettes I enjoyed for my printmaking class. I decided to introduce pastel colors in spring, for example, green, yellow, pink. into my video. I also picked out a song made by a Japanese musician to go with my project. This aesthetics are influenced by music I listen to on soundcloud. They are some artists from PC music, a record label, for example, Hannah Diamond and QT. I enjoyed the bright and synthetic characteristics with a hint of loneliness and disappointment of it. For my conference project, I hope to combine intimidating images with delightful colors.
I was able to recreate the kaleidoscope accurately. I took an image of traditional candy in Japan and photoshoped it so the color fit my theme. it was hard for other images since I didn’t have a specific image for other dreams and it was way more effort to put in than I planned to and more technique beyond my capability. Thus, I tried to simplify images into abstract shapes and outlines. Some of the most difficult things to make was on the 3D layers. Because I had so many layers, I had to create combine several after effect files into one in order to create animations in a faster and easier way. I was glad to pick up some new techniques (wave effect, adjustment layer, cc sphere, reversing the direction of a layer) after I followed tutorials on Youtube.
As I was creating the animation, I kept reminding myself to limit my choices, organize the video into sections and repeat motions and form. I enjoyed the use of echo effect from background in 2d layer to foreground in a 3d layer. Same for the kaleidoscope effect, I introduced this animation twice in the beginning and the end of the video. This decision was inspired my dream: I used climb in and out of the same well as I enter and leave my dream world. I also loved the parallel layer with particles and tunnels and the next section with wave and ball form. I was inspired Ben’s amazing tunnels and Clark’s storyboard in her little robot animation (sudden zoom-in and zoom-out).
In my conference, Angela suggested me to introduce more parallel/horizon line effect and animate the rotation of horizon line as the parallel world separates. I agree that these adjustments would make audiences more drawn into the video and make my video more cohesive, but unfortunately I did not have the time to do so. I also regret that I could not figure out the best way to make the kindergarten sections. Using just the trim line effect makes the section too plain compared to other ones. I wanted to use more specific images like pictures of my family, but I found the style contrast with other sections too much. So I decided to use outlines of images of interaction between students and teachers I found on line. In summary, I hope my video could have a more consistent story line or a clear expression in my content instead of putting together separate dream images with nothing common.
For my second project this semester I made an installation intended to get people moving. At first, I had thought of making an installation that a character (played by myself) would interact with. It quickly became clear that asking other people to act with the installation would be much more challenging and rewarding. At first, I was unsure what to ask of people. Then, I remembered a comment Angela had made about my work last year. She talked about how I seem to want to make art that invites people to work together to achieve a goal. That was an observation that I found enlightning and agreed wholeheartedly with. As a result, I decided to create something that brought people together. As the process went on however, my approach became more and more about the individual. I feel that the result was an installation that wasn’t necessarly asking people to work together for a common goal –though nothing was keeping viewers from doing so if they wished. The installation was code running from Processing which was displayed in a large screen. The computer was connected to a Kinect and the image projected on the screen displayed a pixilated image of the person that spun around 360 degrees. Next to the large screen, my computer showed a video of people moving in different ways – dancing, walking down the runway, exercising. The hope was that people would immediatly understand they were supposed to replicate these movements, while observing themselves on the large screen. Not everone was immediatly aware of what they were supposed to do, and in that sense, the project could use a little more work. In a possible second iteration of this, there are two main things I’d like to work on: 1) finding a way to make the intention of the piece clear to those engaging with it, 2) work on making this a piece that asks for two or more people to engage with each other to accomplish a task. All in all, I had a great time doing this project on my on. I was also very inspired by my classmates projects this semester. What a great year this has been!
My first project this semester was a collaboration with my classmate Andrew Murdock. We created an installation using mylar and bright orange neon strings. Outside, students would listen to a recording that set the tone for the experience inside. By using fancy scientific words, the hope was to create a tone and purpose for the whole piece. After listening to the recording, people would enter the space, where they were asked to take part in an “intergallactic” dance. We distributed finger lights to the participants, with the hope that they would add even more playfulness to the piece. On the far side of the room, a projector was used to project images of the people dancing on the wall. Using Processing and Isadora, Andrew was able to add two other levels to this projection: 1) the image projected was in slow motion, 2) the music would fade out, and begin again once the program noticed a loud sound. I felt that the project was succesful. It was wonderful engaging with people, and seeing them interact not only with the technology, but with the characters we created for ourselves, as well as interaction amoung viewers. Andrew and I ended the piece feeling mostly satified, thouh we both agreed that in a second reiteration of this, we might find a way to make the room darker, and possibly even project on the floor, instead of one of the mylar-covered walls. The light from the projector, as well as light from the neighboring room, made it difficult to notice the projection on the wall. I think Andrew was especially upset that the work he put into the technological aspects of the piece wasn’t able to be as appreciated as we both wanted. With that said, I think this was a succesful piece, and it was wonderful to work with Andrew.
This game is about the construction of identity. The game mechanics reveals to the player they are able to become the person they want to be through their actions. The interactions with the movie set reminds them of the constructed nature of reality. The game pokes fun at the myth of the Wild West subtle commentary on the way media affects the way we act.
My game is a response to escapism media. Many forms of entertainment get praised for the ability to immerse the audience in a new world and become someone else. However, they are often more reinforcing and restrictive instead of empowering. I want to call attention to the reinforcement that media can have on our perception of self and empower people to reexamine their self-perception.
My game subverts the typical idea that the player character has predeveloped personalities. Instead, the player character’s personality is shown only through the player’s actions. Instead of the player becoming a character, he or she inhabits the shell of the character and interacts with the world through that.
There are some games that emphasize on player choices. However, games with narratives like The Walking Dead by Telltale Games rely on analogue choices where the options are clearly presented. In my game, some of the options are not immediately obvious and there are no pop-up dialogue options to choose from. In a silent movie, the characterization is done mostly through actions. This choice reflects my answer to how I think one can express their identity. In real life, I think the thing that people can do to express themselves is through action.
I watched some old western movies as research for my game. I think the one that influenced me in term of aesthetics was The Good, Bad, and the Ugly. I think the movie fits very well within the stereotype I wanted to critique. I used the parts I thought were representative of the old west as influence to help me reference the genre.
When I researched western games, I was very surprised to find a game similar to my own. Westerado is also a game also about creating narrative by giving players freedom to express themselves. However, I’d like to note I discovered the game after coming up with the idea so it is not a direct influence.
Since my last update, I’ve fine-tuned the interactions with more efficient codes to prepare for game night. I learned a lot from showing my game at game night. The movie aspect of the game isn’t obvious enough but people responded well to the concept after I explained it in the end. I got helpful suggestions and comments that inspired new features in the future. One important suggestion I got was to add more movie set elements in the game. I think adding cameras, microphones, and wires will be a major step forward for my game. Otherwise, people liked the art style and the humor in my game. I think I will be adding more humorous elements in my game in the future.
The development of this game is, in a way, a reflection of my personal growth. I didn’t come in development with a firm idea of what the story was going to be about. As a result, the story of the game changed a lot. Because I gave myself freedom to alter the story dramatically during development, the game eventually became a manifestation of what’s on my mind. The story is still evolving as I’m developing it. I’m still thinking about the idea of identity and I’m using the development of this game as a tool to help me process it.
The idea that I was going to represent the old west with the twist that the player is going between the movie and the real world stayed true to the original idea. This was the idea that sparked the development of the idea about identity and what it means. The immersion breaking aspect of that idea was interspersing to me and I based my game off that.
I wished I had planned more hitbox interactions within my paper model. I was lucky that people responded well to my digital version. However, it would’ve costed a lot more time if I had to test and iterate the interactions digitally.
It was easier than I had expected to work in Unity. Importing sprites were quick and simple. I found that my experience working with level editors in other games I’ve played helped me understand the workflow of Unity. I thought Unity would’ve been a lot of codes but I learned that a large portion of the coding is actually done visually in the inspector. Understanding this made the development process a lot smoother. Also, I was surprised by my ability to make the music for my game. I plan to continue exploring music making after this project.
It was harder than I had expected to code many of the feature I envisioned for my game. I think I was overly eager with the feature lists. I was not able to realize many of those features within the semester long timeline. I should’ve realize earlier that this process was going to be new to me and decide on a project with a scope that is more achievable.
Time management was especially important for this project since my development schedule had to align with the school’s timeline.
I wished I had budgeted more time in the beginning for creating all the assets of the game because creating assets later on I disrupted to my workflow. I noticed that when I spent time creating assets, I wouldn’t have the mental focus to be able to debug efferently. Because of this, I ended up scheduling different days for coding and asset-making. If I had known about this situation earlier, I would’ve used early development time to create a pile of assets and pick from those assets instead.
The scope of my game was too wide for a semester-long development cycle. I should’ve made my game more focused so I could polish my game to a greater extent. I was also too focused on creating the story for the whole game when I haven’t finished the first level.
My conference project was not inspired by any work or event in particular; instead, I looked to my newly developed experience since I had been enrolled in this class. I began by creating some squares on a shape layer. By starting simple, I gave myself some breathing room for the effects that I would use. I then added repeaters to the two rectangles in the frame and increased the amount of copies. I added some noise to add visual flare and made the layer 3D. I looked at the waveform to the song I chose (Zebra by Oneohtrix Point Never) and keyframed the copy amount for both rectangles to increase with the change in notes. I did the same thing for the Y axis rotation on the shape layer and rotated it. The next element I focused on revolved around the waveform effect, which displays the waveform of whichever audio source is assigned to it. I left the rainbow noise in for a moment to make for a transition. The waveform spikes and oscillates with the song, adding dynamic effect to the project. No keyframing was necessary to achieve motion. Post-waveform I decided to use fractals; it is an element which never fails to prove itself as dynamic and visually engaging. It took a long time to keyframe and adjust the fractal into a form that could magnify for a long amount of time, as the value slider got more difficult to control as the fractal grew deeper. I also added a white solid layer and chose the opacity flash preset to generate a strobe. As the fractal’s closeup ceases, I added CC Sphere with a fractal superimposed over it to create an object of focus. I set the sphere to rotate along with the actively mutating fractal which created a balance between ambiance and dynamics. This proceeds on for a while; I wanted this section to be trance-like, meditative even. I want viewers to be stunned and contemplate the nature of the complex mathematics which generate such spectacle. The fractal in the background fades out with the music, and the sphere becomes pale and featureless before reversing its revolution of the fractals in the opposite direction. I wanted to move people very rapidly from that meditative space to a more dynamic one. I suddenly cut the white backdrop and fractal and replaced it with a black solid. Here I added CC Particle World to give the appearance that the sphere has burst with energy. This continues on for a while; perhaps a bit too long, I will admit, but I was so fascinated by the movement and nature of the particles that I decided to leave this in for a while. It gets slightly repetitive, so I added another waveform to draw the viewer back into the space. For the final section of the project I introduce text; ambiguous text, of course, as I wanted the project to remain largely abstract. Question marks serve as a perfect symbol for the daunting and quizzical nature of life and spacetime. I added CC Drizzle, CC Scatterize and CC Particle World to create the raining fire effect. After tweaking the settings, I was finally able to get the effect I wanted. I then added additional text; a statement.“What do we make of this impossible geometry?” This serves as the closing to the project, a question one might ask themselves and hopefully push them to ponder the epistemological ideas about mathematical systems like the ones used to create these virtual worlds. I found the conference project rather difficult; I felt as though I was running out of material very quickly, and grew frustrated; I was much more comfortable in the conceptual context of the kinetic text project, but I am glad to have had the experience of creating this work from the ground up.