Sunday, November 9, 2008
Roles
Andrew contributed the following:
- Providing his model from EXP 2
- Editing the model, including textures and platforms
- Particles- Platfrom emitters
-Project coordinator
James Guthrie:
James contributed the following:
- Kizmit:
platforms
lights
teleports
-Level editing
-Idea Greneration
Essmael Yasseen:
Essmael contributed the following:
-Conceptual support
-Idea generation
-Matinee:
Moving platforms up and down the level
-Organised Demos
9 Captures

This first capture shows the level as a macro. Both the start and finish lines are visible. The many platforms are visible and assist in explaining how one is to climb the tower.

The many elevators you see above, are not all real. Only few of them are physically usable. The rest are particles that are used to create an illusion, to disorientate the player.

These two teleporters introduce you to the level. They present an immediate option, one teleporter takes you up and progresses further and the other hinders your progress through the level. This first option gives an insight to what the rest of the level provides.

This capture shows the texture we have used in this level. The texture is a sequence of screens that relays footage from cameras around the level. This feature is to both assist and disorientate the player.


Take your pick! Within the level, there are options where you will have to choose one of several elevators. In some cases only one will assist in elevating you, whilst other
elevators will either kill you or drop you to lower places in the level.


Demo#1 & Draft#1

Draft UT3 Level

Above is our first attempt in creating a level of snakes and ladders. We have created a series of platforms that wil either assist in elevating you to the top or drop you down a level or event to the beginning of the game. This needs to be furhter developed, however, it presents a good start and captures the essence of 'snakes and ladders' well.
Experimentation
This video shows experimentation of using matinee. We have used moving platforms that resemble the ‘snakes and ladders’ in our game. Here an element of chance and strategy is required to elevate to the top of the level. This video presents several platforms, that either assist in elevation or bring you back to the beginning or lower points in the game.
3, The magic number!
Snakes and ladders, is completely reliant on chance, and hence loses its appeal over a few rounds. We thought it would be interesting if we gave some choice to the protagonist and allowed for some strategy also.
Matinee
My area of investigation is Matinee. This is basically the element that allows for things to move within a level of UT3. Matinee is an integral part of our game, and needs to be completed well if the game is to be successful.
Solid Works Level
For the game level, we have chosen to proceed with Andrew Wallace's model from experiment two.





This level is very well suited for the ideas we will generate.
Saturday, November 8, 2008
Final Video: Y Model 69% - Pan
The final video presents absolute liberation through the most amount of mass removed. Light beams through all the different voids, the soft edging and curved geometries provide hope, navigational cues and enforces the overall concept of liberation used for this assignment.
Panning is used to conclude the assignment and the progression of liberation. Experiment 1 and 2 have coincided well to produce to contrasting pieces of work, with similar conceptual bodies.
Friday, November 7, 2008
Final Video: X Model 44% : Rotation
This model presents a chipping away of the hard exterior of the Base model. I have used rotation for this model to depict the progress of liberation. The camera rotates around the model whilst moving upward. This verticle movement presents inspiration; that liberation has begun but there is still more to come.
Final Video: Base Model - Zoom
The base model is primarily used to introduce the other two models. I have chosen to use zoom for this model as it enforces a solid exterior, and presents the element of suspense; hence the viewer understands there is more to come and the point of zoom gives a focal area for the following videos.
I have furthered the idea of porosity from experiment one, and explored the notion of liberation through explosion. Here, a hard exterior presents itself and offers little glimpses of openings, hinting there is more inside. This first model establishes the setting for the production of the following two models. Liberation is void here; this is conveyed through the absolute mass and repression of the large facades. There is conflict to come.
Thursday, November 6, 2008
3 Models
The cactus model represents entrapment in its absoluteness. There is minimal opening, the form presents an intimidating, massive structure; creating an uninviting, repressive element within this model. This is the reason for liberation, and hence the need for escape.
Mass Properties:
X44% Model 1:
This model displays the first efforts of liberation. At 56% of its mass, this model produces many rectilinear and sharp forms that represent a break away, or chiselling from the reform of the cactus model above. The paths however are still repressive and parts of the mass show confrontation.
Mass Properties:

Y69% Model 2:
This model here, furthers the notion of liberation more so then the above two. It presents an 'escape' through various forms and elements. Due to the 31% of mass remaining, I thought it would be appropriate to have this form contrast the previous by primarily using curvilinier sweeps and creating greater optimism. Here, vantage points and vistas expose a greater circulation, hence enforcing an overall liberation.
Mass Properties:

Introduction
I look forward to learning Solid Works, and revisiting Sketchup and 3ds Max for this experiment.


















