Artefacts
Design Practice One Artefacts
9.3.21 - 23.3.21
Figure 1. Kate Giles, light cycle sketch. 2021
Figure 3. Kate Giles, Room and drawer sketch. 2021
Figure 2. Kate Giles, window shadow sketch. 2021
When exploring the words I chose I had a range of ideas that I wanted to test out, so I did some quick sketches just to get my ideas on paper. Shadow and Silhouette were the first words that I thought of ideas for. When it came to experimentation I felt starting off with making something that was quite literal would be a good starting point. I also had a thought to be able to merge metamorphosis and mirror together as both incorporate changes so that is where my ideas of switching between the 2D and 3D forms would be incorporated. As a designer who tends to jump straight in and create, planning out basic ideas in this form helped solidify what I had planned to develop and could see how I may incorporate it into my game.
Figure 4. Kate Giles, 3D and 2D drawer sketch. 2021
Figure 5. Kate Giles, Box and Cube 2D and 3D animation. Photoshop. 2021
Figure 6. Kate Giles, Box and Cube 2D and 3D animation. Photoshop. 2021
As an initial test, I used Photoshop to draw two versions of a basic square, cube and drawer. One version for each was the 3D version, with full colour and shading to distinguish between this version and the 2D version. I wanted to make the 2D version as obvious as possible against the 3D version by keeping it white with black outlines. Using photoshops animation feature, I switched between the two versions in an attempt to visualise my idea of joining them in a single space.
Figure 7. Kate Giles, Day to Night Cycle. Unreal Engine. 2021
I started with the sketches of how a day to night cycle may perform and how in a typical day, one may view the shadows cast by the light within their space. Using my sketches, I then went ahead and tested out a day to night cycle within Unreal Engine, a simple process that I found challenging due to the unknown software.
Figure 8. Kate Giles, Street Scene Sketch. 2021
Figure 9. Kate Giles, silhouette sketch. 2021
Creating a space that the player could walk into from a single 2D image would be interesting for an experiment. As a base, I made a street scene within Maya that had cut-outs of people along the pathways. My idea for this piece was that the player would walk up to a 2D image of the street and walk into the 3D scene.
Figure 11. Kate Giles, Street scene test. Maya. 2021
Figure 10. Kate Giles, Street scene test video. Maya. 2021
23.3.21 - 30.3.21
Figure 12. Kate Giles, Rough layout of starting room. Unity. 2021
I have started to create the base room within unity; this will be where the player starts. I am keeping it simple to be able to build off of it easier. The layout of the room I plan to make like an apartment or small house. I won't be restricting myself to using just this space while I test my ideas, as I will end up struggling to experiment and lay things out in the way I envision them.