Covering the functional grounds of interactive visual and aural experiences and reaching into narratives of relationships between natural growth and urban spatialities, this project has three core goals:
- Deliver a narrative exploring the struggle of coexistance between modern lifestyles and natural ecosystems
- Communicate that narrative utilizing only visual and aural methods of storytelling, abstaining from any form of direct communication
- Melt the communication of the narrative into real time, embroidering interactivity and conversations with the audience into the project via code
Overall, I hope for the final result to be a short interactive experience that brings together the 300 of my best photos and hours of field recording from Poland in a deeply aestheticized vision. Through aestheticization, the narratives from my Poland journeys will blossom in a way that will enrich the narratives and translate their emotional cores for a wider audience.
There are a few inspirations for this project, each enchancing a particular side of my work.
For aesthetics, I will be referencing "Panelki", an indie game that is quite simplistic but coherent in its visuals, creating an immersive expereince through multiplicity and layering of simple effects
For narrative delivery, I will be referencing Thomas van den Berg's "Cloud Gardens", and how they use landscape sculpting to tell a story through changing environments.
For time sculpting (making things move) I will be referencing works of Ian Cheng, his procedural animation style creating organic motion.
And for interactivity, I will be referencing Mutazione, interconnecting nature and music through planting of ecosystems.
Timeline:
- by end of Week 2: complete outline of the project with technical details - aesthetics, environment, gameplay, and narrative
- W3: first prototype of the gameplay features- all but gameplay being placeholder, with emphasis on interactive audio and visual elements
- W4: second and final prototype for gameplay features, with complete scope of environment, level design, and all other basic features necessary to "complete" the experience
- W5: implementation of actual audio elements, reconfigure narrative
- W6: first pass for visual aesthetics, finalized narrative
- W7: 2nd pass for visual aesthetics
- W8: Final visuals, polish for coherency of aesthetics around the board
- W9: Feedback-based polish + catch-up
- W10: Feedback-based polish + catch-up
The last three weeks are dedicated to "polish" as this term is quite intense for me, especially between weeks 1 and 5. Afterwards, my schedule will lighten up considerably, and so I am anticipating to be quite behind on the tasks for the 1st half of the term.
I will consider the project a "success" if, by Week 9, it is a coherent visual experience with nuanced audio interactivity, a narrative that speaks deeply to myself, and an integrated OST. All other elements, such as the "fun" aspect of the project, or how wonky/unpolished it is are much less important, as I plan to continue developing this project past graduation for my personal portfolio.
I will consider the project a "success" if, by Week 9, it is a coherent visual experience with nuanced audio interactivity, a narrative that speaks deeply to myself, and an integrated OST. All other elements, such as the "fun" aspect of the project, or how wonky/unpolished it is are much less important, as I plan to continue developing this project past graduation for my personal portfolio.
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