Friday, September 24, 2010

Wk3 - Sketch Installation

Crysis Sketch Installation

To come, elevator that goes from bottom platform to top.

For the sketch installation I created stationary platforms that run throughout the whole structure (creating platforms like those found at a train station). Alongside this I also included walls to close the entire station area, and added a set of stairs towards the center to allow access to the second level.

The idea behind the installation is the relation it has to people and not only concentrating on how long they stay in a certain area, but how they travel throughout it.


Saturday, September 18, 2010

Wk2 - S.W.O.T Analysis, 2 x 30 Second Videos and My Porosity Lens

S.W.O.T Analysis on chosen Flow Graph Nodes

Since The Porosity Lens is all about the peoples navigation through an environment, the flow graph nodes chosen are all AI nodes. The three specific ones are Entering a Vehicle, Walking to a TagPoint, and Driving a Vehicle. Without the help of tutorials and online resources, the discovery of these nodes would be close to impossible for me since I'm not very familiar with flow graph nodes on the Sandbox Editor. The tutorials I found helped me discover capabilities of the flow graph system, which is where the strength of these nodes came from.

Linking back to not knowing much about the flow graph system, I think that would probably be the biggest weakness. It limits me in discovering its capability to do things other then what is presented in tutorials, but does allow me to think a little more out of the square and combine tutorials together to create new actions. In saying this - although I do have a great weakness in creating these flow graphs, I do see it as a great opportunity for me to learn more about them and create different things throughout the experiment to help meet the requirements of the brief.

The reason I have chosen the nodes mentioned above, is because I see them as the most simplistic way of defining how a person navigates through an environment. Through the experience and practice of different flow graph nodes, I hope to develop these nodes into more complex ideas, and defining them in the context of The Porosity Lens.


Second Video Clip



The video above shows the second node chosen - an AI walking to a TagPoint in the game. To add a little more, I placed the target inside a village house, allowing the officer to walk up the stairs and into the house.


Third Video Clip



The video above shows an AI driving a vehicle along a certain path. The vehicle and AI were the same used in the first video - AI Entering Vehicle, with nodes added to the flow graph to make it drive.



My Porosity Lens

'A way to understand peoples navigation through and environment'
Through this description, my understanding of a Porosity Lens has somewhat increased. I understand now that it's the way in which people navigate through the environment around them - whether by land, sky or sea. I'm looking at focusing my Porosity Lens on land, using the interaction of people and their vehicles through AI nodes. The thought of creating a village similar to the one I created in Experiment1 is a thought to how the Porosity Lens is going to be laid out.

'Takes into account how long people spend at certain places'
I'm not yet sure what I'll be doing to link my Porosity Lens to this description. The idea in mind is to show how long people stay in houses, camp tents, petrol stations etc., and to show how they move from those areas into other places and how they go about doing so.

Description of The Porosity Lens taken from http://www.russelllowe.com/benv2423_2010/experiment2/reference/week_02.html
by Russell Lowe.

Tuesday, September 14, 2010

Wk1 - Flowgraph Nodes and 30 Second Clip

Three Flow Graph Nodes

Below are links to tutorials I found on different flow graph nodes.

AI - Entering a Vehicle

http://www.youtube.com/watch?v=rv1nptvZ3HI&feature=related

AI - Walking to TagPoint (inside Village)
http://konakona.nbtxathcx.net/sb2/index.php?page=flowgraphs

AI - Driving Vehicle
http://www.youtube.com/watch?v=elOSbV3s0dc&feature=related


First Video Clip - AI Entering a Vehicle



The video above shows an AI flow graph that allowed the players to enter a vehicle in the game. One was given the command to be the driver, one a gunner, and the other just to enter the vehicle.

Monday, August 30, 2010

Exp1 Submission

120 Second Video Clip





SketchUp Model

http://sketchup.google.com/3dwarehouse/details?mid=d2ed489e368aa3f5aec3135043696d21



Crysis Levels and Objects Folders

http://www.filefront.com/17247396/z3334826.zip/



Crysis Platform Keys

Top Platform:
T to move across structure
R to move back to origin

Bottom Platform:
P to move across structure
N to move back to origin


Wk4 - Video Clips, Sony Vegas Draft and Machinima Documentary

Ramp




Platforms





Explosions


Sony Vegas Draft

Machinima Documentary

The idea behind this project is assess and document the affects that porosity has on an environment and structures within that environment. Observational documentation seems the most relevant for this idea as the project focuses on the of explosions by the players on the existing environment around them. The draft video above gives an indication of the observations done by the player in the game. As the game is played, the experiences of the player reflect on his actions (which could also be catagorised as interactivity).

Tuesday, August 10, 2010

Wk2 - Archetype Entity and Sketchup Models (Ramps and Platforms)

Video of Archetype Entity (Village) Exploding

The explosion above resulted in the house pretty much shattering into pieces. I noticed that the result of the explosion is dependent on where the explosive is placed and how large it is in comparison to the house/structure.


SketchUp Model (Ramp and Platforms)

The ramp created was designed to assist in travelling between platforms and the Town Hall structure. The ramp allows the player to access both levels, with a platform at each one to travel from one side of the structure to the other.