I created an application for the dynamic control of a very particular piece of realtime generated projection mapping for an in-process theater performance that is being created in part at OSU’s ACCAD. The purpose of this application was to demonstrate the potential look of a visualization and also to be able to manipulate the imagery on the fly. Once the show is out of process and into performance, there will be far fewer controls, or many of the controls will be hidden once the look of each scene is set. My familiarity with using programs like Isadora and Qlab to create projection design for live performance gave me insight into what kinds of options would be useful to an operator. These are some stills from the application:
Archive for the ‘Computer Game Art & Design’ Tag
**best viewed in full screen on a stereoscopic display. (i.e. Oculus Rift VR head-mounted display)**
Short demo of a prototype I’m working on. The player uses the direction of their gaze to guide a sphere through a maze. A gallery of back-lit creatures watches as the player navigates the maze. They cheer when the player finds themselves in dangerous situations.
I’m interested in developing a game that responds to and provides consequences for different sets of player actions. Will the player seek out danger to appease their bloodthirsty audience? Will they navigate towards treasures to accumulate wealth? What might happen if they look away from the action entirely, allowing their curiosity to get the better of them? The player gets to decide how to “win” the game, which differs from the game imposing an arbitrary value system (time is valuable, race against time; possessions are valuable, collect things; curiosity is valuable, discover things; persistence is valuable, replay the game; etc).