Friday, November 7, 2008

The Game Demo File

philchill22-2008_11_08-00.demo

played with 6 players

Matinee DEMO VIDEO

Matinee_UT3_DEMO_1.wmv

This video was made from fraps then taken into Vegas and editted to put each 30 second fraps video together because our file was not working 100% in UT as all the particles in the package did not load.
The reason why i did it with fraps was so that the level did have particles rather than having none and that it was the final map rather than having just Kismet and Matinee.

FINAL UT3 MAP AND PACKAGE

MAP:
final_Mimco.ut3

PACKAGE:
nikolinaborak_particles.upk

FINAL UT3 IMAGES






































































































































In these images it shows aspects of my work in Matinee in this assignment, with images of doors which move outwards, secret doors which look like pillars that also move and movers around the map, the movers are paced at different speeds to reiterate the idea of "time" and how that related to hide and seek.
Images which could not be captured were from the cinematic sequence as it would only be a still image of the player.

Thursday, November 6, 2008

Draft Ut3 Environment

draft_Benv2423_assignmente.ut3

Draft UT3 images



























Hide and seek - Matinee

Ideas taken into consideration was to give the player(s) an environment which was spacious and evoked the feeling of hide and seek.
In relations to matinee i made movers, doors and cinematic sequences and teleporters - as matinee invovled the movement of the player.

Movers (Lifts)- Made at different speeds so that the player could feel as if he/she was running away from something or to find the person who is hiding. Some movers have been made to loop(repeat) so that they are constantly moving to create a stop in time to wait for the lift to move to other levels. The idea here is that it makes the player feel a sense of uneasiness weather it be trying to run away to find a place to hide or to catch the person hiding.
Doors - Have been placed to confuse all the players so that it was an interesting environment to play in, with trap doors which only open on one side or even only once - again emphasising the idea of time in terms of hide and seek. Some doors opening instantly and traps doors taking 3 seconds to open - making the player wait before entering new rooms, the doors were made so that it would attempt to play with the individuals patience.
Cinematic Sequences - These were made to aid in the game to create breaks in time to let the individuals playing a time to look through the eyes of a camera at themselves and take a breath before returning to playing the game.
The introduction cinematic sequence was created to give the player who triggers the sequence as soon as he/she starts, a sense of introduction to the environment and an idea of what environment they would be facing.
Teleporters - As moving around a very curvey interior is very difficult, the only things initially to get around the level was ramps and lifts, as this could become irritating waiting for lifts; teleporters were put in so that it would instantly let the player move from room to room, cutting down the amount of time. This plays an important role in terms of time as it gives the player an edge over the other player(s) in moving around the environment.

Wednesday, November 5, 2008

Matinee experimental video clip


sad.wmv

In this clip i demonstrated the techniques of matinee which are releveant to my groups assignment.
With a mover(lift) bound by barriers, in this i learnt that i could not attach the barriers to the mover and had to also make them interpactors aswell and move in time with the mover, this is something relevant which i figured out as i did not want the player to fall off the mover as it would become irritating.
With the doors, i made three which my team mates could choose from for our environment with 3 different sounds attached to each door.
The cinematic sequance i made is triggered as soon as the game is played, with kind of an introduction to the environment- something which i would consider for the final environment.

Monday, November 3, 2008

UT3 - "Hide and Seek"

Group Name: Mimco
Group Members: Jae(Kismet), Nikolina(Particles), myself(Matinee)

In this experiment i have chosen matinee to evoke the feelings of hide and seek to the environment. Ideas such as dimming of lights, opening and closing doors, movers(to move around the environment as it can be quite difficult) and cinematic sequences.
My group decided that it would be a possibility that we may not use much lighting in our environment and only have lights go on where the player is inside the map or either trying to figure out a way of putting a light onto the player so that the player can only see what is ahead of him/her.

Sunday, September 21, 2008

FILEFRONT FILES

3DS FILES:

CACTUS MODEL:
cactus3DS.max

X69%:
X693DS.max

Y44%:
Y443DS.max

SOLIDWORKS:

CACTUS MODEL:
cactusmodelSOLIDWORKS.SLDPRT

X69%:
X69cACTUS.SLDPRT

Y44%:
Y44cACTUS.SLDPRT

ANIMATIONS

CACTUS MODEL



X69% MODEL



Y44% MODEL

Images of Model 2 (Y% - 44)

SECTION VIEWS:
































MODEL:























Images of Model 1 (X% - 69)

MODEL 1:
































SECTION VIEW:

Epicenter of explosion from experiment 1 (GLASS)

Model 1(X%=69):

In this model i intend to represent windows on the facade of the cactus model to convey glass. To represent the initial explosion from the epicenter and represent how glass is broken. With smaller and more compact lofts closer to the epicenter to larger lofts which spread out. The location of the epicenter would be in the middle of the windows. This model will be based on my CUSTOM made machinima, which represents different explosions - small, medium and large. To represent this idea, the lofts will exagerate a large explosion witht he snow-ball effect. The shape of the lofts will be very edgey and sharp rather than curvy and smooth emphasising that the material shattereing is glass.
The transparency of glass is most evident when intact but the relationship with that after an explosion is that it is opposite, with cracks and even shattering. With jaggered and scattered cut outs it demonstrates chaotic segmentation. However the window frames show more reformed segmentation, that is more familiar to the application of glass in manufacturing and in the built environment.
Dependancy of glass is represented with the window frames but once the glass has exploded and come off the frames, they are not as important to the cactus model.

Model 2 (Y%=44):

This model is slightly different in that it is based on the FOUND machinima from experiment 1(mainly the effect of a bullet being fired into a glass material and how this creates porosity), attempting to create space with the constraints from the percentage given on the volumetric parameter. The model will represent the breaking down of glass into smaller grains to permeate the space around it, with the initial impact of a bullet on the epicenter of the model and how it breaks through to the other end of the model. From the point of its contact with the model to the point it leaves the model, between these points it will show how the glass shatters in the direction of the moving bullet. Resulting in the creation of porosity from a massive amount of mass to which nearly half was taken out from the explosion.
Explosion of symmetry, the forms created within this model resemble the chaotic explosions within glass. However, at the same time acheiving a rationale, through the distribution of density without forms.


RESEARCH IMAGES TO AID IN REPRESENTING SHATTERING GLASS:



























References:

http://images.google.com.au/imgres?imgurl=http://1.bp.blogspot.com/_RzbVbx_mJ-0/R5j5XKK-3PI/AAAAAAAAD_s/thFS2ONCqwQ/s400/Bullet%2Bthrough%2Bglass.jpeg&imgrefurl=http://www.cultcase.com/2008/01/frames-of-frozen-time-7-contemporary.html%3FshowComment%3D1202146020000&h=350&w=400&sz=38&hl=en&start=1&um=1&usg=__ULkGyBAenpYDHk62HiPiLgZqxlE=&tbnid=KJRn80oAKzgvXM:&tbnh=109&tbnw=124&prev=/images%3Fq%3Dbullet%2Bbreaking%2Bglass%2Banimation%26um%3D1%26hl%3Den


http://images.google.com.au/imgres?imgurl=http://www.fotosearch.com/bthumb/PDS/PDS059/AA024093.jpg&imgrefurl=http://www.fotosearch.com/photos-images/break-glass.html&h=170&w=170&sz=7&hl=en&start=3&um=1&usg=__LLR2ZPE0Aj5AaSbPvn9z463MeeA=&tbnid=h0hpXMYhqJ6BqM:&tbnh=99&tbnw=99&prev=/images%3Fq%3Dbullet%2Bbreaking%2Bglass%2Banimation%26um%3D1%26hl%3Den


Cactus Model and Mass Properties

X69% = 30890903.935

Y44% = 55802923.237600005









CACTUS MODEL MASS PROPERTIES













Thursday, September 4, 2008

Sunday, August 17, 2008

Student feedback and marking criteria


Research

Hypothesis:


Hypothesis

My hypothesis is that the effect of an explosion on glass, a material that has no porosity, will create porosity.

Result

I brought together small, medium and large elements of explosion (driving through the glass, exploding a small room with a glass window, and blowing up a 3 storey glass building) to test the effect of explosions on a space and the glass objects within that space. The result was that porosity was created when the glass was broken as the grains of glass permeate the space around it when the glass shatters.

POROSITY:

Porosity is a measure of the unoccupied spaces in a material. Initially, I thought about common things with porosity such as rocks and soil, but after considering the idea of explosions, I thought about glass and what happens when it breaks. After some research, I found that glass, a solid that has no porosity, could be changed to have porosity when it breaks into grains of glass, or when it is grinded into powder. Once the glass particles are melted back together, the porosity will disappear and this is why glass is transparent.
I wanted to demonstrate severe impact and snow-ball effect of an explosion on glass by showing glass breaking (the individual inter-atomic bonds between them) through the most common means, such as striking it with a solid force (eg a man running through a glass pane; a bullet), hitting it with loud sound (sound and energy waves/vibrations), and when hot water is poured into a glass of water.

MODE OF DOCUMENTATION (150 words)

I used the classic Expository mode of documentary as I used text to directly speak to the viewer and in this text, I tried to form a very strong, authoritative, and objective point of view. I did this by asking the rhetorical question “but what happens when it (glass) is broken?”, and I used images to interpret and advance my argument. The text fixes the meaning of the images and the audience is expected to trust and accept my narration. I coupled multiple images of glass breaking and it is all very dramatic in order to persuade my audience to believe and share my view- that glass, traditionally believed to have no porosity, can in fact demonstrate porosity when broken (by the impact of an explosion).

References:
http://condor.depaul.edu/~dtudor/DOCUMENTARY%20MODES.htmhttp://www.girishshambu.com/blog/2006/12/six-types-of-documentary.htmlhttp://www.mediaknowall.com/Documentary/definitions.html

Final Machinima clips

FOUND MACHINIMA CLIP


Audio: V2 Johann Pachelbel Canon in D [Electric Guitar], 2008 YouTube, LLC, accessed 17th August, http://www.youtube.com/watch?v=0zmdBeWd3gw

Video: Sony Vegas 8 (30 day trial)



CUSTOM MACHINIMA CLIP



AUDIO: Motley Crue- Too Young to Fall In Love

DRAFT MACHINIMA CLIP

DRAFT FOUND MACHINIMA:

The clip below was made in the early stages of my planning in relationship to nuclear strikes and porosity on architecture. The idea which i had was how the nuclear force would shift out from the centre and destroy everything in its path within a certain radius. To make it a little more interesting i decided to have a story line - which was a video on North Korean propoganda, which the North Korean Government would play to it's people.



REFERENCES:

Audio: Carmina Burana - O Fortuna by Carl Orff

Video: Made in Sony Vegas 8 (30 day trial)

DRAFT CUSTOM MACHINIMA:





3 x 10 second clips with grid:











Mirror 2 of Crysis explosion






Above is my mirror of the scene in the Crysis clip - cars piled up horizontally and blown. The chain of explosions from one car to another and how porosity relates to the scenario, how each car would be blown away and affect the environment/space.

Wednesday, July 30, 2008

Machinima of Explosion





The way in which i interpreted the idea that was trying to be conveyed was to let the audience experience the power and excitement of combining a number of objects together and watching them explode. The chain of events leading from one object to the other, such as watching army vehicles being dropped from the sky. What i find interesting is how much power is being thrown at the audience, because the audience experiences this in the virtual world it is intriguing as it would never be experienced in reality