Summary of the game/experience you are making For my final I would like to continue tuning my hw#7 sketch creating an explorative experience of storytelling through objects. I recently used an artec spider through NYU Tandon and think it could be fun to scan objects in / clean them up for a more realistic feel?
An explanation of how this links up to the concept of games (or playful experiences) and your intended flavor of joy:
How does this connect to my intended flavor of joy? As first explored in the start of the semester through our manifesto activity. Creating something slow and meditative is at the core of what I was thinking in Skipping the Speedrun to watch the Clouds. Something that simulates the enjoyable experience of a closer look. How can environmental storytelling create a stronger narrative? Thinking of film production what does mise-en-scene or the art direction of set and props help lay the foundation for
Thinking about what are the things we collect? and what are the stories they tell. What are the objects we leave behind and the stories they tell? This box is a personal one but how interesting is it for the viewed to navigate through it? Often we talk about how history is not linear but constellation of impactful moments all informing one another. Exploring a personal history as a nonlinear playful experience makes sense to me.
- Some Questions:
- What would make it more engaging for the viewer? How could it be juicy-er?
- could work on interacting with the objects / do they trigger another sensory experience when clicked? like audio samples connected to the objects?
- Work on the physical control of mouse drag & WASD keys for rotation.
- Reminded of the book Worn Stories by Emily Spivack. Could be fun to have a game where we have an “itp closet” where you can pull out scanned objects of clothing that people have recorded a narrative story attached to it?
- The question that was raised in our collective narrative class when we visited the City Reliquary. Can it be a museum if an object has no markers? How much context does the viewer need?
- What does it mean to for it to be personal archive? Would feel less intrusive if it was a box of personal objects that belonged to a celebrity? What about a stranger or someone of a generation past? Does it feel too voyeuristic or intrusive?
A general breakdown of the big milestones you plan to accomplish each week.
Class 12: Initial Final Presentations / Final Week1
- Storytelling through objects, nonlinear exploration a closer look
- Sketch out interactions I’d like to achieve
- would clicking on certain objects create atmospheric switches?
- book time with the 3d ARCtec
- Decide which objects
- Figure out desired object orientation / needed code support
- get permission from friends or family to include their objects
- Look into how to make a more stable box top
Class 13: Testable Prototype
- fold in user testing feed back
- create another mini zine with object drawings / narrative snippets?
Class 14: Final Presentations
An initial prototype of your core mechanic (this week, your prototype can be digital or paper)
Will focus in on Boolean logic of mouse clicked or mouse drag ❤
In class some great thinking point were mentioned:
- How to signal that they aren’t random objects but rather belong to a specific person (me in this moment).
- is there audio to go with the items? / what flavor of nostalgia?
- how would it be displayed?
- creating an invitation into the magic circle by creating an environment around the display
- Maybe a blanket fort? Will need to brainstorm how that could work structurally in the space