160611 journal c gp3

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GA M ESPACE S T UD IO A I R

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S E M E S T E R

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Gameaspace Studio tutor_Alex Holland Gabriel Nash Danielle Laqui Hidy Wong

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C ONTENTS

0. Our Group

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1. Introduction

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2. Algorithmic Analysis

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3. Value Map

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4. Game Performance Assessment _Iteration 1 _Iteration 2 _Iteration 3

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5. Conclusion

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Our Group

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GAB

With great relief it is now time to look back at this semester. This semester more so than any other, was full of long days, late nights and endless coffees. The challenge Alex had set us seemed impossible. Within my group, I found myself taking a strong opinionated role (what else would I have done?). It is interesting to look back at the work from the previous sections of this long task and see how it has affected the outcomes for a part C. In particular, it pleasing to see how I have created a wide understanding of grasshopper and thus created a toolkit that I can use in my future practice. Earlier in semester, it was particularly difficult to get the computers to process the large sets of data we require of it and I am glad to say that now I have grasped the concept of computational risk management. It was the endless trials of our algorithms that was back-breakingly

arduous, but I believe there have been obvious positive outcomes. My toolkit now includes an array of algorithmic ideas I am very familiar with such as, distance from points, charged particles, manipulating sets and lists, etc. This toolkit came to significant use when composing the following maps for part C: vegetation, permeability, popularity and the interestingness. I also converted these to the CSV file and merged these for the value maps for each character. I created the initial value map finding the area of the park’s surrounding properties using grasshopper and dividing this by the average house price. I have very much enjoyed organise layouts for our journals and presentations and my abilities with Adobe Indesign and Illustrator have grown immensely. This tute has really taught me how to buckle down and work and I half-sure I’m grateful.

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HIDY

In my part, I mainly focused on the topography-and-sound-related analysis. By using the contour map provided, I created a topographic mesh of Quarries Park. We could briefly tell the landscape and compare it to our actual site. After we designed the site boundary for the game, we aimed to collect data of the site by dividing it into grid of 1M x 1M, i.e. the distance between two points was 1M. Focusing on the topography, I was going to collect the height of each points which allowed me to translate a physical landscape into a datascape. In terms of the sound map, I was creating a datascape which a higher value represented louder area. Considering sound was a spreading wave, its data should not be clear cut but gradually reduced from high to low. Then I applied point charge which it effectively affected the surrounding points and created a gradual reduction of the number. I am familiar point charge of how its strength affects others point. As our data is mostly numbers and abstract for people to understand, I tried to visualize it in different ways and make more sense to others. After mid-semester, our team went more specific into value maps. Thanks to Team 4, we had concluded the

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site into 8 maps: sun, noiseness, interesting point, elevation, permeability, vegetation, popularity and gradient. I was focusing on the map of noiseness, elevation and gradient. Similar to the previous map, I used point charge for the noiseness map. But this time, I created some absolute “0� area which meant that area was extremely silent because of the tree block. In some sense, the noiseness map was related to the vegetation map. Elevation and gradient were based on the data collected from my topography. By measuring the height of each point, data of elevation was created. Gradient was different from elevation, where gradient referred to the steepness of the slope in site. Especially along the creek, steep slope was observed which meant the value was higher than the flat grassland. When our data was ready, we had to remap the data into 0 to 1 as to function in Unity, the game program we used for our Pixelpark. We converted the data for each point into CSV file. Team 2 then used our data to create a base map of our game.


DEE

My contributions haven’t exactly been limited to a particular range, I involved myself in initial discussions, took tasks, collaborated with the group, wrote some initial structural content; finalized - both in graphic designing and writing. I am the groupmate who delivers significant, sometimes minor yet still necessary, contributions to each aspect of the project and I consolidate everything. As an example of this, our comic for part c is split three ways. Initial content is done by all three in our group and I consolidate these comics to deliver a cohesive output. I am part the graphic designer, part the writer; I edit, finalise and proofread. For the technicalities though, I got around doing a variety of stuff on grasshopper. Initially had my own explorations i.e. vegetation, grid pinching, sunlight and eventually had to dive into my groupmate’s and understand her algorithms at some parts for a submission. Sunlight, specifically, was

highly interesting as I could recognise the potential it has to be utilized in further studies. I understood the various applicable algorithms and kept looking for more whenever one was consuming too much time but it failed to be functional for the format we needed. During the duration of the project, I explored plenty of interesting algorithms and can say I have acquired a medium-depth understanding of the capabilities of grasshopper and how it will effectively illustrate and execute my theories. My fondness for graphics and presentation is now supported by my newfound abilities in indesign and illustrator when it was previously limited by mere photoshop. Also, the landscape team is a great group, altogether and individually, great that everyone has significant contributions and has their own individual decisions that affect the group well. We held discussions every time we began a submission and everyone equally takes part.

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Introduction

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THIS IS QUARRIES PARK! IT HAS AN EPIC ADVENTURE PLAYGROUND, A SKATE PARK, SPORTS OVAL, BBQ FACILITIES, DOG SPACES AND OFFERS BREATH TAKING VIEWS OF THE CITY!

MINI FOREST

LABYRINTH

PLAYGROUND

PARK ENTRY

MAN BUILT

PAVILLIONS

SKATEPARK

HIGHEST POINT

RESIDENCES

VEGETATION

MERRI CREEK

STEEP SLOPE

READY? GO!

RAMSDEN OVAL

NEXT TO CREEK

QUARRIES PARK IS A COMMUNITY PARK ON THE EDGE OF CLIFTON HILL, BORDERING THE EASTERN FREEWAY AND MERRI CREEK WHERE EVERYONE HAVES A BIT OF FUN! 15

welcome to qarries park


THE LANDSCAPE TEAM REBUILDS QUARRIES PARK AND TRANSFORMS IT INTO.... QUARRIES PARK

ANALYZING THE ATTRIBUTES IN THE PARK

DIVIDING THE SITE INTO 300 X300 CELLS, EACH 1M X 1M VEGETATION

CONVERT THE MAP INTO A DATASCAPE OF PIXELS PATH

VEGETATION

ACTUAL SITE IMPERMEABLE

ASPECT ANALYSIS

DIVISION TO GRID

...PIXELPARK! PIXEL MAP

PIXEL PARK!

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..A GAMESCAPE! CONGRATULATIONS, YOU NOW HAVE AN ENTIRE PARK AS A GAME ON YOUR MOBILE PHONE!


FRED, property developer

I want to buy the park!

$$$ $$$ $$$ $$$ $$$

I’M FRED.

I DEVELOP PROPERTY AND SEE COSTS AND VALUE. I LIKE $$$, THE PARK HAS THE POTENTIAL FOR MONEY AND I WANT TO BUILD,

BUILD,

B U I L D! RAMSDEN OVAL IS THE PERFECT SPOT

TO BUILD, BUILD, BUILD!

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SHIBE, doge WOOF! WOOF! *wags tail* WOOF! WOOF! *looks at you excitedly* WOOF! WOOF! WOOF!

WOOF! WOOF! G R A S S ! WOOF! WOOF! P E O P L E ! WOOF! WOOF!

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LEMON, the environmentalist

THE CREEK IS SACRED, WE MUST TAKE CARE OF IT AND THE ENTIRE PARK!

QUARRIES PARK IS NATURE, NOT YOUR FIELD OR PLAYGROUND OR SKATEPARK! STOP TRAMPLING ALL OVER MY PARK!

I’m Lemon. I love the environment, I love green and I want trees, TREES, T R E E S!

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GRACE, old woman

I’m Grace, I am old. The park is very calming for me as I can relax and get a bit of exercise. I love the views and the labyrinth but I’m afraid I’m too aged to be around too many people and such loud noise. My aged skin cannot handle too much sunlight as well.

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I want a good view, a bit of walking and a lot of peace and quiet.


ALICE, the runaway ONE OF MY FAVORITE SPOTS IS THIS AREA BETWEEN THE TREES AND THE BACKS OF HOUSES!

I’m Alice! The entire park is my playground! I can’t be seen by other people because my parents must not know I’m here but I still want to explore and have fun! We just have to be a bit sneaky! Here’s my map!

START

I want to play but I have to hide! 21


THE ATTRIBUTES OF THE PARK ARE IDENTIFIED

I’m the sun and it’s 0.67 of sunlight here!

I’m vegetation, at this point I have a rating of 0.24!

Ooooh, interesting-ness here. 0.4!

Popularity. 0.27

I’m elevation, my value is 0.85. 22

Gradient. Site, Gradient. Pretty flat here - 0.13.

AT EACH M2 OF THE PARK, THESE ATTRIBUTES ARE MEASURED AND ALLOCATED A VALUE BETWEEN 0-1.

I’m permeability, 0.45!

BALALA! NOISE. 0.35 IM CLOSE TO THE TRICKLING CREEK!


DEPENDING ON WHAT ATTRIBUTES THE CHARACTER LIKES (+) OR DISLIKE (-) DIFFERENT SPOT BECOME MORE OR LESS VALUABLE

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Algorithmic Analysis

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Data to be used by the other groups

Process step 1-6

Our aim to create a set of data that is readable by Unity, the program used by the other three groups, is outlined to the left. Our site was broken down into a grid of 90000 cells, each cell with a size of 1m2. Each square metre is then regarded as a single point. We then decided on the particular attributes that we wished to break down the site into; for example the elevation of the site. Each point has then been given a value between 0 and 1 that is representative of the attribute we have analyzed. On step four, the highest point in the park has been given a 1 and the lowest, a 0. Finally, this data is then turned into a CSV file that is readable by Unity.

Attribute as data at each point

Attribute to analysis eg. the elevation

A point for each m2

Divide the site into 1m2 grid

Quarries Park

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1

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sun map

SUN The sun map is an analysis of the annual sunlight hours for every square meter of the map. This has then been remapped between 0-1 to have the sunniest square metre at 1 and the shadiest square metre at 0. However due to an unresolved error, the number of points generated through our Ladybug algorithm failed to match the number of points we needed. Due to time constraint, a compromise was made and we ended creating an image based off the map generated by ladybug that was then placed through the image sample component to generate the required number of points.

vegetation map

site plan

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1.0 Open grassland 0.7 Playground

0.0 Way up to slope

0.0 Dense vegetation area

The vegetation blocks the sunlight and creates shadow. Thus the sun value is low.

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NOISINESS This map is a representation of where the loudest and softest volumes of noise can be predicted within Quarries Park. This maps the noise between the softest noise (0) and the loudest (1) . We have utilised the point charge component to generate this map. We have placed positively charged points in areas where we predicted sound to be generated and from where we had previously witnessed loud sounds. Different intensities were assigned to different sounds. As we have previously acknowledged , mapping attributes such as sound are incredibly subjective and thus are rife with assumptions. However, in order to map such attributes, assumptions must be made.

noisiness map

site plan

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1.0 oval 0.7 playground

The playground has a value of 0.7 because it is a highly populated areas due to children and parents; this results to a loud volume area.

0.3 Merri Creek

0.0 vegetation

The vegetation blocks the noise from the surrounding and the area is relatively silent. Thus the representative number for this part is 0.0.

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1.0 labyrinth

0.7 playground

INTERESTINGNESS Akin to the noisiness map, this map is subjective. Subjective of what is interesting and what is not. We decided that as one approaches the interesting points within the park the value of interestingness would grow. To generate a gradient of values, the distance between interesting points and all points were measured and then added together to give a scale of distance from interesting points. This was then inverted and remapped to fit the convention of 0-1. Particular spots within the park were limited to only reaching a specified value such as the playground.

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0.0 highest point


interesting points map

site plan

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1.0 highest point

0.4 flat grassland

0.0 Merri Creek

ELEVATION The elevation map is self-explanatory. We extracted this from the topography of the site and generated values to reflect how high or low a point is from the topography. This was not as easily done as it may appear as many of the components that would usually make this easy would not work with a mesh.

By using the contour map can produce a 3D topogra of the site. We then meas the height of each point w is the elevation.

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elevation map

contour map

p, we aphy sure which

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The permeability is a compilation of more basic maps with the vegetation density and gradient included.

PERMEABILITY The permeability of the site integrates multiple maps from our past explorations. The permeability uses the values from the vegetation to illustrate the density and thus permeability of the vegetation. This map has certain values designated to different components of the site such as the creek, paths etc. Thus the permeability map is able to perfectly represent within Unity, more than just the permeability but grassed areas, where the paths are, etc.

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0.1 Path 0.15 Paved area 0.2 Road 0.3 Skatepark

The paved areas and the road have been given values of 0.2 and 0.3 respectively. These areas although as permeable as the paths are less easily traversed.

0.5 Penetrable

1.0 Impenetrable

Although the creek is not impermeable, it is not permeable within the realm of this game and thus has been given a value of 1.

0.0 - 1.0 Vegetation

0.0 - 1.0 Permeability map

As some points were too steep to traverse therefore we incorporated them in the permeabilty map: Gradient > 0.75

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The vegetation was remapped between 0.21.0, giving the grassed area a value of 0.2.

VEGETATION

vegetation map

Vegetation map reflects the density of trees, grass and shrubs. The bases of this map is an image sampling of the density of the vegetation. Like the permeability, certain components of the park are designated particular values. All non-vegetated areas such as the paved areas are designated a value of 0.

site plan

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0.2 - 1.0 Vegetation

0.2 Grass area

0.0 Path

0.0 Merri Creek

These yellow shaded areas are vegetated areas.

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POPULARITY

popularity map

The popularity map is similar in algorithmic composition to the noisiness map and again it is subjective. This map however has specific values given to areas that we decided were specifically populated such as the paths (0.2) and the bike path (0.3). This map was generated to have the people voxels spawn and then move within the popular area.

site plan

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1.0 Oval

0.5 Playground 0.3 By path

A highly populated area is the playground. Kids and their parents compose this population. This entails a value of 1.

0.2 Path 0.1 Labyrinth

These blue shaded areas are deemed popular.

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gradient over 0.75

section

Gradient The gradient map has been generated by finding the tangent of each point on the elevation map. This again is easier said than done.

gradient map

topography

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0.75 Slope along Merri Creek

0.45 Average gradient

0.0 Flat Grassland

Tangent = Gradient

Calulate the gradient by using the tangent of point

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Value Maps

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Value Map Process

Data of Merged Value Maps

step 1-5

With each character, PixelPark has been designed to emulate our assumptions of how each character would experience the park. The diagram to the left describes our method for how we came about creating the maps that illustrate the different value each character places on each attribute of Quarries Park. Firstly, we found the average house price of the surrounding properties ($1,090,000) and divded this by the average property size. The idea that the prices of the park would be drawn from the surrounding property price came from our readings of Jane Jacobs and her understanding of a park as directly affected by its surroundings. Then depending on the character, the different attribute maps would either negatively or positvely affect the base value of $4037 for each square metre. This would then force players to different parts of the park to collect higher value voxels.

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Merged Value map

Attribute Maps to be merged

Base Square MeterageValue Map

Properties directly surrounding Quarries Park


5

4

3

{

2

1

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interesting point map

+30%

elevation map

+20%

sun map

-20%

noisiness map

-30%

MERGED MAP

100%

OLD WOMAN This old lady likes to come to Quarries Park to relax and get in a little bit of exercise in her day. She loves walking down the bike path to the labyrinth and the views of the city. However, the loud crowds on a Saturday down at Ramsden Oval and the screaming children at the playground is all a bit much sometimes. Her skin is quite sensitive to the sun and thus her preference to sit in the shade.

site map

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Labyrinth

Highest point

Fitzroy Football clubhouse Gravel path by creek Particularily subdued, the elevation would almost uniformly raise the price of the land.

This area is where the vegetated areas of the park become wilder and

Vegetation behind the playground

Large open grasses area / 0.2

The Sound map is quite extreme due to the old woman’s dislike of loud areas.

The labyrinth is the old woman’s most favored spot as it satisfies her ideal perception of the park. 49


RUNAWAY This naughty child has run away from her parents because they wouldn’t take her down to the park today. All she wanted to do was play in the playground, traverse the impossible labyrinth, explore the wild creek and soak up the sun. She knows that she’s got to stay away from people or they’ll tell on her.

interesting point map

+30%

vegetation map

+20%

sun map

-20%

popularity map

-30%

MERGE MAP

100%

site map

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Playground

The playground is too crowded today for the runaway to go play in.

Fitzroy Football clubhouse

Back of the house

One of the runaway’s favourite spots is between the houses and the vegetated area. You can look into other peoples houses.

Sunniest spot

Ramsden oval Path

Labyrinth

Bike path

The paths are set to a level of 0.2 on the popularity scale. The bike path however is set to a value of 0.3 as it is usually busier than the other paths. Again the labyrinth appears to have won as the best spot for the child to hangout in the sun, do something interesting, be among the trees and away from other people.

It is quite noticeable how affected this map is by the -30% of the Popularity map 51


PROPERTY DEVELOPER This property developer wants to build, build, build. He doesn’t particularly care too much for the natural beauty this park brings to Clifton Hill, he just wants the best land at the cheapest price. He does have to make sure with that the huge apartment building he’s been scheming about for years. He knows that the highest regions within the park aren’t suitable for building.

interesting point map

+20%

permeability map

+20%

popularity map

+20%

sun map

+10%

elevation map

-30%

MERGED MAP

100%

site map

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Labyrinth Existing buildings

Gravel path by creek

The existing buidings are blocked from the park by a bufferzone of vegetation. It is quite quiet within this space.

The permeability of the site is affecting the value of the square meterage negatively in the impermeable places as they would have higher construction costs.

Fizory Football clubhouse

The other side of the park

The other side of the park is an under utilised part of the park that is wedged between the park and the Eastern Freeway

The sunlight map is particualy simple and flat.

Perfect building site

Flat as and close to the road this spot is perfect for building on except it is Ramsden Oval.

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interesting point map

+30%

noisiness map

+30%

popularity map

+10%

permeability map

-20%

MERGED MAP

100%

DOG Woof ! Woof ! Woof !

site map 54


Playground

The playground is also a high point however the dog isn't really meant to be within 15m of the playground.

Fitzroy Football clubhouse

Large open grassy area Merri Creek

This area is often used for running dogs. A place where one can easily play fetch.

Bike path

Ramsden oval Path

Highest multiplier Labyrinth

This point is popular, loud and easily accessible. The dog is going to love hanging out with the local footy fans.

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The Sunshine map is the least successful of our maps as it does not show large variety and thus doesn't particularly work as well as the other maps.

ENVIRONMENTALIST “Damn those neo-liberalist scum” - the environmentalist. This park means a lot to this environmentalist. He feels he really needs to be in constant connection with nature or he’ll lost touch with reality. He can’t stand how controlled this environment is and is discussed by all the people trampling all over what was once a beautiful forest, he doesn’t quite realise Quarries Park was once, in fact, a Quarry.

sun map

+30%

vegetation map

+30%

popularity map

-20%

permeability map

-20%

MERGE MAP

100%

site map

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Playground

Highest point

The Popularity map is created using charged lines and points. While also having sections with strict values such as the playground area.

Gravel path by creek

Made in a similar manner to the permeability map, the vegetation map was built from a basic map of the vegetated areas, adding the creek and non-vegetated area.

Vegetation behind the playground

The Popularity map is created using charged lines and points. While also having sections with strict vlalues such as the playground area. Fitzroy Football clubhouse

Zig zag path

The zig zagged path is a lovely little path that leads down to the roadside. We considered it interesting due to its landscaping.

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Game Performance Assessment

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Voxels... Voxels...

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Ok?

?

LET THE GAMES BEGIN!

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GAME PERFORMANCE ASSESSMENT Our final assessment of PixelPark was the testing of it on site, at Quarries Park, Clifton Hill. We conducted three different iterations of PixelPark. These iterations allowed for a clear assessment of the practicality of the gameplay. The first iteration played had each person chasing particular voxel types. The second iteration included the use of power ups that allowed the player to have their infected voxels infect other voxels. The third, did away with the power ups, yet allowed the players infected voxels to infect other voxels. Our analysis is drawn from video footage and recordings on the day as well as a questionnaire that was filled out by the participants in the days that followed.

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Participants Jules Alex 1 Alex 2 Stanislav Stanislav’s daughter Billy Hattie Edward Hidy Dee Gab


What is the most effective voxel and why? The following questions were asked in the questionnaire and the answers are given as quotes amongst our analysis that follows

What is the least effective voxel and why? If there are any adjustments to be made concerning the voxels, what would it be? If there are any adjustments to be made concerning the overall game, what would they be? Which character was most intriguing/provocative to play as? What did you think was the best feature of the game? What did you think was a bad feature of the game? Has the studio achieved its goal through the game? Did you have fun? On a scale of 1 to 10, 10 being the highest. Would you be interested to play the game if it were configured to other sites?

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Where’s north?

I can’t find north! *facing north*

How do you do a screen shot? 64


Now that’s a lot of pollurtion!

There’s so much smog!

Why is the palyground so polluted?

Pollution always wins... 65


ITERATION 1

Chasing Particular Voxel Types

This iteration was used to assess the effectiveness of each voxel type. Players were instructed to find as many of a voxel type of their choice, as they could within a 15 minute time frame. This analysis only concerns itself with the game as it stands and the voxels production.

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It was unanimously observed that the pollution voxel were much too powerful within the game system, infecting the other voxel types before the participants could reach them. The “paper scissors rock” rules overly favoured the pollution voxels. The pollution just spreads so damn fast - Edward It was eating everything- Billy …eating fast and spreading fast- Hattie It ate everything. Maybe not intended, but it could be a piece of “speculative” design. You know? Argumentative, like this is how In the opposite way to the pollution voxels, the sunlight voxels lost out in the rock paper scissors rules and although at the initial stages of the game were present within seconds there was little to be found. The vegetation and people voxels were particularly accurate in their positioning on the map. The people voxel stuck to the paths and playground areas. The vegetation voxels were as Alex 2 puts it, reasonably accurate. People seemed to find the static nature of the flood voxel likable and boring: Water voxels were also represented quite well, always down by the creek. I particuluarly liked how these water voxels did not move like the other voxels, but stayed in place –Alex 2 [the least effective voxel is the] flood - but that’s mostly because currently it’s static. I’d like to see it being dynamic, changing the virtual landscape- Jan

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The smog’s always winning!

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Maybe that’s a metaphor...

LET’S DISCUSS..

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When you started the game was it exciting? Was there anything around you, or where you like: what the fuck?

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Yeah like that...

LET’S ASK THE REAL QUESTIONS. 71


ITERATION 2 Power Ups

Within this test we were able to concentrate on the will of the characters as well as the accuracy of the gamescape. When opening the game, a character is randomly assigned to you. With this the players were playing the game for how it had initially be designed: to get players to consider other users of the park and experience different places within the park due to thinking like the different characters.

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Playing the different characters it was obvious that playing as the Donald Trump-esque property developer came with a clear advantage. As the developer seemed to preference almost all the attributes of the park except steep areas and the creek. Allowing nearly every infected voxel to be worth close to the maximum. On which character was the most interesting and caused them to think the most about the character, there was a real tie between the dog and the environmentalist: The dog, I think. You basically like everything, so it's really fun, and not much of a challenge. It works best, when you play as other characters first, so you experience the actual challenges of the game -Jan The Dog - Alex 1 Dog - Billy The grandma was also quite interesting, as I had to find high spots with a nice view but couldn't go up steep slopes! - Alex 2 I only played the dog. So, the dog - Edward The environmentalist? As their value would be harder to get a high score Hattie I liked the environmentalist - I was forced to explore around the merry creek. His value spots were pretty clear – Alex 2 The objective of the game also seemed to confuse people. As it not explicit. It was found that the game distracted you from thinking about how the system work or even noticing that the voxels were competing with each other. However, this confusion ultimately lead to the players running around the park trying to figure out where their character would gain the highest points for infecting voxels and thus had people traversing different areas of the park. In a roundabout way, this fulfilled the aforementioned goal: to get players to experience different parts of the park. The eagerness of our participants would most likely be much exaggerated compared to people not directly connected with the making of the game. While we designed the game, it was hard to always be aware of the objectives. In the back of my head I knew that I was meant to harvest voxels, but there wasn't a clear connection between my actions and my score. Or, my actions didn't feel like it affected my score - Jan Confusion also came with the inaccuracy and slowness of the GPS. Player were seen walking around in tight circles. The GPS was not efficient enough to catch up the movement of the users Alex 1 The power ups got people to easily aim themselves at something in the initial stages of the game, forcing them out of the 0,0 spot on oval, which had little voxel generation. The second game is pretty clear. Because I only need to focus on getting a higher value, I know that going to certain space and eating power-ups will help me get a higher value - Alex 1

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She doesn’t want to be here right now…

Oh no, she does…

Really?!

She does want to be here right now cause the music’s happy...

Is it?

Yes it’s all happy... *sad music playing*

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Does she even know... 75


Somewhere over here

Oh, where?

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254!?

I’m only on 1

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ITERATION 3 Voxels Infecting Voxels

In this iteration the voxels each player infects begin to infect other voxels without the use of power ups. This iteration was particularly funny as everyone was able to get quite high scores, in the millions. However, this took away much of the challenge of the game and one could just infect one voxel and wait for this voxel to infect all of the other voxels. Though this did more accurately represent our groups value maps the voxels eg. 270 voxels = $1,090,000.

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Disagree

3 STRONGLY AGREE

Agree

2 NEITHER AGREE NOR DISAGREE

4 DISAGREE

1 AGREE

6

1 STRONGLY AGREE

4 AGREE

STRONGLY Disagree

2 AGREE

5

4

3

2 STRONGLY AGREE

ALL AGREE

Disagree2

1 STRONGLY DISAGREE

1 NEITHER

1 DISAGREE

1 NEITHER

2 AGREE

3 NEITHER AGREE OR DISAGREE

Strongly Agree

2 DISAGREE

Agree

3 NEITHER AGREE OR DISAGREE

3 AGREE

Neither

REALIZEE

In character, PixelPark made me realized how different people would perceive and explore the park.

Strongly Agree

3 AGREE

2

INTERACT

PixelPark made me interact with others in the park.

Neither

1 AGREE

PixelPark made me explore the park differently.

PixelPark made me aware of the elements in the park.

6

1 NEITHER

1 DISAGREE

PixelPark made me aware of the other users in the park.

5

3 AGREE

PixelPark directed me to seek out my character’s hotspots. PixelPark directed me to different parts of the park.

4

2 DISAGREE

1

The following questions were also asked in the questionnaire and these are the statistics from the assessment

There is enough time to adequately explore the park before the game ends.

3

The voxels effectively represents the systems in the park.

2

The gamescape accurately represented the park.

1

0 0 In voxel park, The The voxels There is THINK MORE In voxel park, were The gamescape The voxels There is enough you clear in what accurately effectively time to adequately were you clear gamescape effectively enough time to do? represented the represent the explore the park in what to do? accurately represent the to adequately park systems in the park before the game represented systems in the explore the ends the park park park before the game ends

In PixelPark, were you clear in what to do?

1 AGREE

3 AGREE

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Wow...

Look! $158544!

What’s even happening?!

You’re killin’ it...

Imma infect these god damn voxels! 81


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THE LANDSCAPE TEAM CONSIDERS THE GAMESPACE STUDIO A SUCCESS AS IT WAS ABLE TO ACHIEVE ITS MAIN OBJECTIVE OF REDEFINING HOW WE EXPERIENCE THE ENVIRONMENT. PIXELPARK IS A CLEVER GAME THAT PROVOKES ITS USERS AND PROMPTS A DISCUSSION. EVERYONE AGREED THAT PIXELPARK MADE THEM EXPLORE THE PARK DIFFERENTLY. GOAL ACHIEVED!

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CONCLUSION Our contributions are in need of tweaking but nonetheless, successful. For more developments, the landscape team could develop value maps that analyse the park in further depths. Perhaps these maps could encompass a larger area of the park, if Unity would allow it. Also, the type of value maps could have a wider coverage since these maps are not as specified as they could be. The landscape team has gathered an understanding of algorithms that have great potential to be utilized and further developed in future studies. The gamespace studio has allowed us to explore how we perceive what we have come to know as architecture through returning to fundamentals. Why do we do this or that how we do it? Why can’t we do it differently?

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GA M ESPACE S T UD IO A I R

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S E M E S T E R

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