Text, is not just letters combined into words, etc, it is an amalgam of predefined connotations asserted into the visual and analytical realm, and therefore there is a need to question the space which words can create, and how we wish to occupy said space. Each of us have our own inherent Leprosies, our own secrets which we sometimes feel are eating us from the outside in, our own notions of value, which can at times maybe make us feel devalued. When constructing my text video about space, I began to question the reasons for which I had considered certain words to have a higher rank than others. I began to question the hierarchies and relationship between permanent words and the inevitable transience of others. I chose, “Their”, as an anchor for the phrase for the rest of my composition. Then I made a conscious choice to discuss space, I began to spin a web of movements and interactions, floating words into the space, while others created and furthered the questioning and the control, over my illusionary boundaries , which, I implemented in hopes of forming new opinions and critiques of my own constructed space of text and motion. I chose to make a video and then triple the original frame, laying each of three identical animation at different angles and scales on the page; all to be played in unison at the same time. Scale, played a large role in the way in which my video was constructed, scale did not give inherent hierarchical dominance to any of the identical phrases, the size of font only gives a implication of visual importance, never an inherent dominance of meaning based on the number of pixels each letter contains. My project reverses half way through, while at the same time the letters are changed from stable solid font, to a dissolving and shimmering text, leaving its unweaving and reversed quality to tear down the meanings I had inferred in the first half of the video. My intention was to deconstruct the layers of phrases which I had spun into a complex web and choreographed visual performance. The words themselves did not only hold meaning in the context of the space I had defined, rather they became a world of their own, only enhanced by their definitions. The meaning of the phrases are only to be significant in the fact that they were connected, yet every word is worth considering on its own. every phrase. every word. every turn. every angle. The power of words in space, is underestimated, our subconscious is triggered by memory, repeatedly referencing the connotations of the words and phrases in terms of their previously defines moments in time, and their inherent meaning we have been taught since birth begins to slip away as you mature as a thinker. To use words, is a choice to express oneself, in which you assign values to solely meaningless lines. It is just the same as creating a code, any word can have an alternate meaning, and every word choice comes with the choice not to use another.
Postmortem. Overall I was very happy with how the game turned out. I was pretty lacking in ideas initially but rethinking the design elements was very helpful in conceptualizing the game. By having a clear idea I was then able to create an interesting visual experience. It turned out that simply changing the alpha value vastly altered the experience as the previous frame is visible when the new one is drawn. This means that even in the title screen one can see the remnants of the previous game which helps to create a feeling of permanency. So that it is not as if the players actions are completely erased with every win or loss, they are reminded by the fading trails. Probably the most difficult thing for me was trying to get just one rectangle to appear from the arraylist. I spent an inordinate amount of time on it and it still was not completely resolved. Other than that though, the coding was not too difficult as it was mostly cleaning up the code that was written before. I built upon a solid code base so making alterations and changes was very easy. The real changes I made were to the color palette, shadows, background, and consistency of the ‘star’ in appearing at the correct time. These relatively minor changes had a pretty large effect. However, it felt good to be able to go back and finish up a game properly. It was probably the most ‘finished’ game I did this semester as it fully incorporated a gameloop so revamping it was a good option. I was helped greatly by a clear class structure when making additions. But If I had to do this again, I would from the outset design the game with the gameloop. At times the gameloop code could be quite frustrating as I had essentially created the game and then had to port it over which required substantial refactoring to make it all work properly.
After working out the various bugs of my previous version of Come and Play, I have the final version of Come and Play. The title screen: The Monster got a bit of a redesign: (the central eye worked better with the grow mechanic) I also added the a shrink function for the Moon, so that it really seems like it’s being “eaten” and disappearing. I finally worked out the bugs with the fireball/village collision and I got back the red “burned” village from the very first iteration of this game: I also programmed levels and made two separate level outcomes based on whether the player chooses to have the monster eat the moon or burn the village: I also programmed in some creepy sounds that will hopefully work when I present my project. Looking back, I wish I hadn’t spent so much time figuring out the collision code for the fireball/village collision. I spent so much time trying to get the collision to work from within the fireball class (and not succeeding), but once I tried coding the collision in the main class of the sketch, it only took me a few minutes. I really enjoyed working with this game, and I had a lot of fun tying together code from my various projects. That being said, this game definitely has lots of room for more player choices. I’ve spent as much time with this game as I can for now, but I think that I’ll come back to it and add more to it in the future.
So after coming up with the initial idea of “Come and Play,” I sketched a few more ideas in my sketchbook: I decided to make my monster, an arc instead of a circle, and to use the draggable item/particle system mechanic from my Magic Wand game to make it breath fire from its mouth. I also made my monster draggable, and game him a red eye. My new Monster with a mouth: and my new Monster when pressed and dragged: I also decided to add a face to my moon, so that when you hover over it, it has eyes: To add more player choice, I’ve decided to change the feed monster mechanic – instead of feeding the monster resulting in the monster turning red and shooting fire, the monster instead grows, until the player releases their hand, at which point the moon is moved offscreen. The growing works really well, except for one problem: The eye doesn’t grow with the monster. I’m also trying to code in some fireball/village collision, and I’m struggling with that. Hopefully I can get some fireball collision and eye growth working soon!
As I continued with development I started thinking more and more about a name for the game. Eventually I chose Euclid’s Dream, drawing the connection between the shapes and his role as the ‘father of geometry’. This made it far easier conceptually to think of the design elements and so I chose a set of colors with the help of Adobe Kuler. I also looked at Google’s Material Design framework to see how their guidelines could help me. It turned out that they were using very simple colors in concert with flat but carefully stratified layers. The idea is that different layers are like different pieces of paper laying on top of each other. Paper is thin and maintains a distinct look to it. I tried to emulate that somewhat with the shadows which simply consisted (in the case of a rectangle) of another rectangle offset and black behind the original shape. This created the illusion of shadow and offered depth. Playing through it at this point I was feeling as though it had become too easy to play. Thus I needed to institute a real means offering challenge. However all I could think of was creating more rectangles as aggressors or altering the speed the rectangles moved. One unexpected aspect of implementing wrapping was that it made the game actually feel quite different. It no longer felt as restrained and was somewhat illusory as it made it seem that there were more objects on the screen. My original plan with difficulty was to add another rectangle when one circle was eaten. However this had its own set of problems as my collision code was linked to the draw function and thus registered multiple collision hits per frame. It meant that the arraylist I had made to hold the rectangles would generate a vast amount on the screen. I tried to use boolean flags to guard against this but I was not so successful. Second I attempted to simply add another rectangle following a ‘win’ by incrementing the total rectangles spawned. In the end I was able to make it work by linking it to mousepressed in a similar fashion to the vehicle code. The mousepress resulted in a single rectangle being added but then either would not stop adding more with each mousepress or would not add more with each successive winning round. So It still annoys me that that part is still so buggy. However, the game looks and feels quite a bit better due to the more carefully considered design this time around.
For my conference project, I decided to keep working on the game I’d started working on for the Black & White Exercise #2 assignment. I wanted to expand on the game and make it more interactive and playable. I want this game to be more exploratory – I want the player to have multiple choices and goals and outcomes. Since I want the game to invite users to explore I’m titling the game “Come and Play.” (I also think that title is a little bit creepy, and I want this monster game to be a little creepy.)
For this game I was using the code base of the race to the finish group game I completed with Giles. As such I already had much of the game mechanics fleshed out. This meant that when I went to complete the game further, I looked to more aesthetic changes. Thus in my sketchbook I set about creating a different look through the use of shadows. At this point I was looking to create a more three dimensional look to the quite simple geometric shapes and also utilize a more fully featured palette. The previous design incorporated total grayscale elements which now seemed limiting. Therefore there was scope for improvement. In this early stage I wanted to use quite bright colors with a shadowed look. In addition, I wanted to incorporate a few other gameplay features such as wrapping, greater difficulty and clean up the gameloop. Also the original name Chameleon did not really fit the original grayscale game and so I decided to change that too.
Despite the fact this class doesn’t use the traditional conference formula Neon Rush has been closer to the regular conference projects. Going all the way back to the beginning of the semester is when the design process started from chameleon. A game based around color changing and a lot of hectic movement on screen. The game changed a lot when we shifted to back and white and really emphasized the hectic movement and speed of the game. Getting a lot of inspiration from the game Ikaruga which is know for it’s difficulty. The game was simple in nature. Collect circles and avoid squares and if you kept failing a power up would drop that you could collect to increase the size of circles and decrease the size of squares. When looking at improving the game for conference I wanted to increase what was already fun about. Namely the hectic nature of it. I also wanted to bring color back to the design. The best way to accomplish this was to me implementing the series of particle systems we learned about. The colors i went with were entirely basic to keep everything contrasted to avoid mix up between objects as well as livening up the atmosphere. I was going for a Geometry Wars feel of simplicity but bright and engaging. Giving the player standard particle spew the wanted objects a trail of rings so that you could follow where an object is and where it was. The solar system style of particle is the first new addition to the game. Two vortexes at the ends of the screen are different from the rest of the objects in that they are not related to a good or bad scenario. All they do is move the player to a random location in the middle of the screen which can be either a bad thing or a good thing. I liked adding this entirely optional section to game play. It adds a different way of approaching the game. The only other change was something that i ended up reverting. I originally wanted to change the movement of the player to a vector based system but after having done it i found that it made dragging the really only option where as in The only movement format of easing both dragging and tap were both viable ways to play and also played differently. This was a decision i went back and forth on a few times but am happy I decided to revert the change despite the time I put into the code.
Looking back at Attendance I really enjoyed working on it, both for hider seeker and for conference. I started out with a pretty cool mechanic in the vehicles stopping at certain points, but our original idea of a police chase game was pretty tired and had been done before. Coming up with the idea of students racing to their desks was a fun process that led to a pretty nice result. It felt a lot like that talk by the creator of Braid on making prototypes with a decent mechanic and then applying that mechanic to different games later. For the conference project section of the game the biggest change I made was the addition of the hall monitors on the screen Before After While the change may look really simple, it actually goes a long way towards adding a lot player choice to a pretty simple game. I really enjoyed working with a game for long enough to fully develop ideas, change them completely, add in new things, and just generally really get to know the game making process. My only disappointment with this game is, although it is not nearly as tired as a cop chase game, the game still has a sense that it could be more original. So I think for the future I will put this game kind of on the back-burner for a while until I can come up with a better concept. But all in all I think this turned out to be a really fun game that has the potential to expand and get better the more time goes by. I feel like I learned a lot about the game making process with this game and I’m definitely happy I worked on it, even if this specific prototype of the game doesn’t go much further than this.
The game is done. This is the newest edition of Standoff. It’s a pretty easy game to play that involves basic mechanics. The player is the cop aka triangle at the bottom of the screen, there is the vigilante aka red square who’s at the top of the screen and there is 2 circle shaped hostages and they are between the cop and the vigilante. All of the shapes are bouncing along the x-axis with different speed. The goal for the player is to catch the vigilante. and in order to do that the player has to tap the screen at the same time the cop and the vigilante are around the same y-axis, of course there is a risk of hitting the hostages since they are in between and the player loses in order to do so. The player gets 4 attempts in 1 game. If the red square is caught by player it’s showed by a line and also a text appears “YOU WON” and hostages come down towards the cop aka the safe zone. if you hit one of the hostages same thing happens to the hostage while the text says “YOU LOST”. The restart screen pops up after a tap if you have 0 ammo left or if you hit a target. And if you tap it the game starts again. After the second post I’ve accomplished all my goals I was suppose to do. It loops perfectly and it restarts properly as well. I had to make a “void restart();” function and I cut all the code from “void setup();” and pasted it to here. After that I have put “restart();” under RESET case and it worked properly. I changed the font as well using “PFont” and loading Gungshuh font which I think is way better than the former standard form. Overall I am really satisfied with what I have. It was definitely worth all the hours I sat down and read the print out of the code. It took me forever to solve the restart problem but the way I figured it out by myself made me understand every single piece of coding I’ve written one more time again. I think It ended up being a great game. I am glad I got the learn the processing language and throughout the semester I felt like I got better every day as a coder and definitely want to improve more.
So once I added an extra obstacle to the game I had successfully finished the “build it” phase of my game cycle. I like to condense a game making cycle into three main phases; build it, break it and fix it. The build it phase is the most straight forward, make your game. The break it phase is when you add new objects or functions to the game that probably won’t work well. That’s where the fix it stage comes in, you make this new code with the new function work, and before you know it your back at the build it stage. I completed the first build it stage of my game by the time of the hider seeker turn in, for conference I focused on the break it and fix it stages for my conference project. Here is my break it list I almost didn’t post this image since it isn’t your standard word press post as it isn’t very visual. However I have found that in the break it phase a change list is the most effective to get your ideas down. Once you have the break it phase done, the fix it stage is the most technical just get your code to work. For attendance the build it break it fix it process was really great for adding a new challenge to the game. I already talked pretty in depth about the process of adding a challenge to the game, but the other big thing was trying to find a way to improve the aesthetics of the game to make it feel less like a novelty game. I found that the music was what made the game feel the most tacky, so I really wanted to change the sound in the game. After adding a challenge, this was the biggest point on my break it list. Luckily adding new sound isn’t too hard so my fix it stage turned out to be pretty short.
After a while I worked with the code, I made the necessary changes for standoff to be a better game. At first I changed the color. The background is a dark grey bluish color and the cop(player/triangle) is black while the vigilante(square) is red. The hostages are still white at the meantime. Secondly I fixed all the mistakes that made standoff not to run on a tablet now it works. It was a mistake with “init()” function that wouldn’t make it run on a tablet and it was fixed while I discovered after I attentively read the printouts. Last thing I adjusted was the shooting line. I’ve created a line when the cop(player) hits either of the targets. I have made its “strokeWeight()” big so it looks like he kind of caught him with a whip. There was still something I could not figure out. I used loop to make different cases so it would restart the game. The RESTART level worked so the start page would come back again after you tap it but the game would not restart it would just the bring the old game screen wherever its left from the previous time. I feel accomplished a lot with this game so far but I think it can still be better.
For my conference project I decided to continue working with my hider seeker group game. The main reason I did this was that given this was my first experience with programming I felt that my most recent work was my best. However there was still work to be done to improve the overall experience of the game. The first thing I knew I had to add to improve the the game was adding an extra obstacle. I knew that simply racing against the clock wasn’t the most fun mechanic and I needed something else, a new choice for the player. So I toyed around with a couple of ideas for an extra obstacle in my game. The first idea I had was to have a door that opened and shut so you would have to time when the students would cross, but you couldn’t take too long because the teacher was coming. I liked this idea because it really put the timer in the players hands. If they chose to rush through the door they ran the risk of getting caught and losing, but if they made it they would have more than enough time left on the timer to reach the desks. On the other side if the player is too cautious at the door they run the risk of not getting to the desks in time. The downside of this design was that even though it added some player choice, it was still pretty one dimensional choice, “go” or “don’t go”. While I liked the opening and closing door idea, it fell short of really substantive player choice. So I went back to the drawing board to try and come up with an idea that would add even more choice to my game. The idea I had was a principle who wanders the halls attempting to catch tardy students. So I gave the idea a rough sketch I really liked the idea of not just the teacher but the whole school trying to catch these students being late. That concept was definitely the take away from this sketch it added a great game feel of an us against the world mentality. My only concern with this design was that it was too easy to just dodge one obstacle, even if it had free movement. I know that more doesn’t mean better, its one of the basic rules of design. But for this specific game I really wanted to bring out this us against the world feel in the player. So i think in this circumstance having more did improve the overall feel of the game So here I added multiple obstacles and changed the name from principle to hall monitors. This I think was the perfect obstacle for this game, it provided the player with multiple pathways to victory and a go don’t go decision as the timed the monitors movements. I really think that this design allows players to say “oh that didn’t work let me try this way”. Which I think is what every game designer should want their player to say while playing their game. Here is a screenshot of the game with the hall monitors
For my box project, I also started with confusion. Since we’ve been talking about cube mappings during class and the lab on gum box. I wasn’t sure what the project is. Whether making cube mapping or making a huge box and tape over it. So I take some note on what other students in the course are doing. I realized just to make boxes and interfere with the space! So I talked to my friends advises for box project. They have all crazy ideas and we came up with the Jenga idea! The unique aspect of Jenga is that it is played all around the world. (at least China and America, haha) Since we have a great amount of international crowd, having a global box project is awesome! So I installed the box here: The result came out great. People play around with it. My friends were telling me how people interact with it while they are just hanging around in Heimbold. I am really happy with the outcome!
My text project is on how to look at space, spatial relationship between abstract artwork and people. I watched the tutorials of After Effect on YouTube. I used typewriter effect, falling effect, transformed scales and positions; fade out effect, and etc. I am happy with my every first outcome of After Effect. I am definitely gonna work more on it. How to look at space? A man’s idea of what was “real” depended mainly on how he felt and thought about “space” Space is a relationship between things and time A drawing is a division of space A line is an edge of space Shapes and colors are spaces A painting is a flat space Architecture is the art of spaces Abstract artworks are real spaces An abstract artwork will react to you if you react to it. You get from it what you bring to it. The spatial relationship between you and the artwork is commutative. YOU ARE A SPACE, TOO.
My conference project is a series of sticker labels. My idea came from the clothing label. For my project, I made stickers for chairs, staircase handles, water fountains, plants and glass windows and doors in heimbold. I am also making a bonus sticker for my suitcase. The contents of label include percentages of materials, which the object is made, instructions of cleaning, country of origin, and logo design of my initials. Here are the close up of my suitcase label and glass label During the process, I had such an exciting time of playing with typography. I spent hours on searching for my ideal type for the labels. I wanted it to be fancy and unique, yet easy for viewers to read the content. The study of typography also ties to my collection assignment earlier this semester. I find the label project is related to Claire Bishop’s article on The Social Turn: Collaboration and its Discontents where the artists are interested in collaboration and engagement with social constituencies, which is a way to make artwork relate to society. I think my labels are also connected to society by adding written contents of the specific objects. The labels are significant of bring the manufactory and business of the objects. I wanted to remind people of the relationship between consumers and products when they see my stickers. After installing my sticker labels in Heimbold, I think the atmosphere of places changed. For example, I feel like shopping for chairs in Heimbold Café, every label is on center of the back of the chair which is similar to clothing labels on center on the people’s back below the necks. I hope you get the sense of being a consumer when you see my labels. I also made a space hijack/intervention of my glass sticker in my apartment building. Also, I spread my works on the social network. New look for my suitcase! It was such a great experience of becoming a sticker maniac!
When I first saw Heimbold, I immediately thought of the art building in my high school in Rhode Island because the major glass doors and windows and the contour of the wood structure in both buildings. I enjoy staying in Heimbold since there is always something attract me. You can see a piece of artwork in any classroom, on a particular wall, even on the vending machine. The building always took me by surprised for having so many exciting things to explore. Heimbold also strikes me with its flexibility and its possibility for people to intervene. For example, the space hijack of our class! We used our common sense of what makes a living room and brought our props and turn a space into another. It was such an exciting experience. My friends came up to me and expressed how jealous they are that I am in such a creative fun class. Heimbold has the ability to accept so many messages for me to read that no other buildings in Sarah Lawrence could do.
My project was replacing ads on the Metro North train with my own work. With this poster, I wanted to propose an alternative path to happiness/fulfillment than those suggested by advertisements. Advertisements suggest that we can improve ourselves and our experience through the purchase of the advertised product/service/experience. Ads sculpt this illusion that there is an alternate reality, a utopia of youth, beauty and opulence, and the ticket is just the purchase of their product. They suggest that if you modify the externalities of your life (your appearance, your shelter, your car, etc) than your internal self will be improved. It reduces the human experience to that of mere consumerism, and dramatically simplifies our desires to a reward system where self-improvement is predicated entirely on money spending. John Berger frames the relationship between society and the advertisement industry in this 1972 episode of Ways of Seeing. It’s challenging to unlearn the buyer’s high, but I think it’s just a matter of realizing that fulfillment is based on a state of mind. This second ad was to address the one-way communicative nature of advertisements. Ads speak but don’t listen. They tell you what you want, but don’t respond to your needs. I wanted to make an ad that just listened. So I made firstname.lastname@example.org. I’m not sure how long it lasted but I got 2 emails within the first few hours after I put it up. I posted this picture online so it’s possible that these emails are from people who viewed it online. To me, that makes no difference because my goal was to inspire people to interact with a space that would otherwise be ignored, so if they’re doing that through web use that still accomplishes something in my book. I’m really inspired to keep going with this particular one, and make more “email@example.com” ads. I wanted this to look handmade, rather than printed, because I wanted it to maintain a sort of holistic, person-to-person feel. In terms of the responses: The first was a [kind of] intense poem:
TERRIBLE MISTAKES ARE MADE ON THE MOVE.
SEATS FACING EACH OTHER OR NOTHING.
SUIT AND A LEATHER BOOT A LIST SO I WONT FORGET.
POLICE MAN TAKING OUT HIS HANDKERCHIEF.
PARANOID OR INCESSANT CLICKING ON THE TELEPHONE?
CHOKE ON YOUR OPINION.
A LITTLE OVERWHELMED I BEGAN WITH DOUBT.
BOTHERED ME BEFORE NOW GENERALIZED EVASIONS.
WHAT PART OF THE MIDDLE WEST IS A WRONG IDEA?
TRIED VERY HARD TO DIE.
KEEP YOUR HANDS OFF THE BATHROOM FLOOR.
PRETEND TO BE SURPRISED BETWEEN THE SHEETS.
SHE LAY PERFECTLY STILL, LISTENING, A CAR?
TOO OLD TO LIE TO MYSELF.
ETERNAL GRACELESS CIRCLES.
IMPORTANT LOOKING DOOR.
The second email was a short story:
It was my first time traveling over night on my own, and i had stopped in Newark New jersey over night. it was about 1 am and bitter cold in the city, there was not a soul to be seen. I moseyed about the main streets alone in the flickering lights of the un maintained street lamps, when a newspaper box caught my eye, it was moderately tagged with graffiti, and i had wanted to get a closer look, possible make a contribution myself. With my head so close to the box taking in the names scrawled across its front facing side, i had not the peripheral vision or the outward attention to notice the man approaching me from behind, suddenly i felt a tap on my shoulder and flung myself around in startled manner, only to be politely pushed to the side by a straggly worn down looking gentleman. The man proceeded to reach in his pockets and fumble around for something, a moment later he pulled out a hand full of change put some in the machine, pulled out 1 newspaper and handed it to me with a smile, a nod, and a god bless you. its the small things in life, that effect us in the biggest ways.This third one had a pretty simple message, which was something along the lines of “this looks like a child did it and it’s still 100x more engaging than most advertisements.” Making it lo-fi, child-style was a conscious choice because I thought it would be empowering to see something that wasn’t aesthetically groomed in an ad shelter. Kind of sending a message like “trust me, you don’t need to be talented to do this. Just curious and empowered!”
This is my completed infographic; it’s meant to look like a news site/app within an ipad screen. One of my concerns with this project was that it would end up looking too text-heavy, and I wouldn’t succeed with the data visualization part. Since the subject is news, it’s text-heavy by nature, but I made sure that each section had a visual representation/component. I chose a red, white and black color scheme for the infographic, since breaking news banners (and the BBC and CNN logos) use red and white, and black goes with text and the ipad border. The left side represents ‘old’ media, or newspapers, and I used a Typewriter front and a newsprint-type background to distinguish that segment. I tried to use interesting visual elements to represent kind of boring facts, like the R.I.P. section, which is meant to look like a news story. For the right side, or new media side of the infographic, I used a white background and Trench font. I chose the font because it’s a pretty modern looking sans serif font, and because it’s thin, which allowed me to play around with stroke (boldness) and font size to emphasize certain points. I also drew all the images except for the social media logos and trophies, which was a little challenging, especially with making curves. Working with Illustrator was a series of huge frustrations and small victories. Nothing much changed between my sketch and my final version, though I did get rid of the timeline because there wasn’t enough space. I also tried to avoid making the graphic too complicated and noisy by keeping to two fonts and three colors, though I did use blue for the hyperlink. Overall, I’m pretty happy with how it turned out, and I don’t think there’s anything I’d do differently.