Returning From the Abyss - VIDEO GAME

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RETURNING FROM THE ABYSS Game Design Studio Msc Design and Digital Media 2016-2017 The University of Edinburgh KIRIAKI PAPATHANASOPOULOU (s1670597)


DESIGNING A 3D VIRTUAL ENVIRONMENT BASED ON PETER WATTS’ BOOK: STARFISH (2000) The ‘’starfish’’ is centered around a deep sea habitat, on the shoulder of an active volcano. It is a landscape where the darkness punctuates. Often it is described as an abyss. And for me this would be the key word from which I will start to build my 3d environment inspired from the book. According to the Greek mythology the deep abyss is both a deity and a place in the underworld. Deep abyss οr Tartarus is used as a dungeon of torment and suffering for the wicked and as the prison for the Titans. As far below Hades as the earth is below the heavens, abyss is the place where, according to Plato, souls were judged after death and where the wicked received divine punishment. Οne of the portals that was leading to the underworld and to Hades was located on the banks of the Acheron river, the Necromanteion. Apart from a portal, Necromanteion was also an “Oracle of the Dead”, where humans were going there to talk with their dead ancestors (interaction between the two worlds through the sounds). The architecture of the Necromanteion was in a labyrinth - cave structure with three arched gates (Gates of Hades) in the end. The labyrinth was designed to enhance the sense of isolation, captivity and difficulty in finding the exodus. Thus, the aim of this video game is for player to manage to escape from the abyss and the darkness in order to return to the real bright world. A huge three-dimensional network of labyrinth caves will create for that purpose. The challenge will be for player to find his path to the exodus by searching his proper orientation and by using some elements or avoiding others. Studying and analysing the book I did a list of objects, elements, sounds that I will use them either for helping (H) or blockage (B) the player to achieve his goal. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

the landscape starts move or rotating due to giant earthquakes or explosions (B) the atmosphere becomes muddy and covered with black smoke (B) an oasis of lights, glow, reflections, shadows (H) sounds of machine, bruises – low/loud sounds (B) noice of machines exchanging recognition codes (B) the echoes (of slow footsteps) - clicks and hisses (H) speaker from the upworld begins screaming through the abyss (H) vocoder’s emits sporadic ticking noises (B) invertebrate gigantism – giant fish species attack, fish bones - skeleton (B) illumination comes from occasional magama flows and from bioluminescent fish (H) computer networks (H)/ (B) machines/ devices, electricity (H)/ (B) joystick, keypad, touches an icon on the screen (H)/ (B) magnetic navigation through complex environments (H) Internet - wire up their own connections (H)/ (B) a low-frequency acoustic modem (linked to the vocoder) (H) (eye-goggles)/ oxygen (H) one whole wall was window/ a street where none of the buildings have windows (H)/ (B) windows designed to break inwards in the event of a quake (H) door locked / unlocked (H)/ (B) lucid dreaming - control to some extent the course of the dream (H) ghosts passed across his workstation/ vampire - translucent, not opaque (B) users talked to their pillows (H) mirrors – an illusion to increase the room’s size - try to hide from the reflections (H)/ (B) cameras installed behind mirrors for suveillance (B) a ventilator duct, pipes and wires (H) desalinators, fans and recyclers keep it hydrated (H) natural chimneys (H) lifter and stairs locked/ unlocked (H)/ (B) ladder (H)

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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• • • • • • • • • • •

cabinets for storage (H) real objects move fast (H)/ (B) a strange unfinished landscape of plastic and metal (B) splashes of glass litter and compressed gas in the floor (B) column / beams - bars of a cylindrical cage - within that cage a thick metal stalk (B) geothermal energy (H) ceiling is too low - the room is too narrow - feels the ocean compressing the station (B) docking and vental hatch (H) hall and corridor (H)/ (B) steel rails (H)/ (B) tank (B)

I have created 6 levels (6 labyrinths), which will be my scene environment. From level 1 til level 6 there is a gradual escalation of difficulty (the first level has more sparsed walls whereas the sixth level is cramped of walls). The interior space consists of two different metal rusted walls (which are the same in all the levels in order to unify the game). However, the external walls, the floor and the ceiling of each level differ, in order to enrich the playing experience of the user. The main materials I have used are concrete, rusted metal and wood. Τhe building enironment is enhanced, also, by the different lighting in each point of the labyrinth and also by a particle system of steam. Furthermore, I have tried to create a unique atmospere in every point of each labyrinth (by using a huge variety of 3d objects and interactive actions that I will mention below). To be more specific, what I have done is to use the empty voids between the walls, of each levels, as rooms with a particular character. Therefore, I have designed: - ROOM OF DREAMING: big pillows are used for a lucid dreaming. The existance of a music, moisture and reflections reinforce the design of the room - CONTROL AREA: screens (with audiovisual material), joystics (which move in four directions), keyboards and spy glasses are placed in tables in order to create a cyber environment. - LOFT: using a variety of grids, stairs and rails I have created double decked rooms. The most important thing here is the ability to observe the area below and to see things that you cannot see downstairs. - WATER POOL: the element of water is very important in the game. Big spaces which contain water are placed. The sound of the water in addition to the muddy atmospere create a unique environment. The player has the ability to swim and pass through the water if he wants to - PIPE SYSTEM SPACE: a network of steel and plastic pipes is created in the facade of the walls, in the floor or in the ceiling. Some times, the pipes break down and the water run down to the floor - CATACOMBS: as a reminder, that we are, still, underwater, grids are placed in the floors, in order to create the idea that something is below. It can be the water (and the sound of it) or a pipe system or sounds and echos of human beings - DARK ROOM: some empty spaces with no elements. here you can listen to sounds like whispers, hiss, or screams. - VOCODER AREA: areas of sound machines which emit sound codes that help you to find your way. - PINBOARDS: spaces of wooden pinboards which consist of papers with secret messages on them. - MIRROR ROOM: rooms which contain mirrors in different shapes. Some of them reflect not the mirror area but another area inside the game (like a camera screen).

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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- PETROL TANK AREA: here, is a space where you can see different cylinder boxes of petrol (rusted metal material). There are also some petrol spills in the floors: - SURVEILLANCE ROOM: arrays of cameras or spy engines are placed. - FOOPRINTS AREA: at times you can see in the floor of an empty space some human footprints, which enable the player to follow. - FAN AREA: arrays of a variety of fans are placed in different ways. Some of thems are make a rotation during the game. - MOVING WALLS AREA: some of the walls are moving up and down in order to assist the movement of the player. - ROOM OF GEARS: a 360o rotate gears are placed, giving a bonus score to the player if he finds thems. - ROOM OF CHAINS: a network of rusted metal chains is used in order to create an atmospere of jail and violence. The lighting and the moisture enhance this idea. - X-RAYS SPACE: a space where you can find orange x-rays in different height the only thing you can do is to jump. - CONTAINERS: containers are placed in certain areas.Sometimes, inside them, the player can find other elements. - ROOM OF ENGINES: a huge system of pipes, cables, buttoms and engines is used to create these rooms. The sound of the engines working enrich the experience. - FISH BONES AREA: death species of giant fishes lie in the floors. - HUMAN MASKS CONTROL AREA: columns of human masks are placed, enhance the idea of a cyber station.

So, the only thing you can do, is to start the adventure right now.....But You Should Remember!!! You have to be patient, because it will be very difficult to return back from the ABYSS

WATCH A SAMPLE OF THE VIDEO GAME ΙΝ: https://vimeo.com/216041568 (password: archportfolio)

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVELS - LABYRINTH LEVEL 1

CEILING START END

WALLS 2

- NO LIGHT - VERY SPARSE ΟRDER OF WALLS - STONE (EXTERNAL WALLS) WALLS 1

- TILES OF MARBLE (FLOOR, CEILING)

EXTERNAL WALLS

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVEL 2

END

CEILING

BOTTOM VIEW

LIGHTING

WALLS 2

START

- SLIGHTLY LIGHT - SPARSE ΟRDER OF WALLS - CONCRETE, COLUMNS (EXTERNAL WALLS) - HORIZONTAL COLUMN STRUCTURE (CEILING)

WALLS 1

- METAL GRID (FLOOR)

EXTERNAL WALLS

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVELS - LABYRINTH LEVEL 3

START

CEILING

BOTTOM VIEW

LIGHTING END

WALLS 2

- LITTLE LIGHT - NORMAL ΟRDER OF WALLS - DIFFERENT PIECES OF WOOD (EXTERNAL WALLS) WALLS 1

- DIFFERENT PIECES OF WOOD (CEILING) - MARBLE (FLOOR)

EXTERNAL WALLS

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVEL 4

START

END

CEILING

LIGHTING

- LIGHT - ΒUSHING ΟRDER OF WALLS WALLS 2

- WOOD STRIPES SHELL (EXTERNAL WALLS. CEILING) - CONCRETE (FLOOR)

WALLS 1

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVELS - LABYRINTH LEVEL 5

END

CEILING

LIGHTING START

WALLS 2

- ΜUCH LIGHT - VERY ΒUSHING ΟRDER OF WALLS - HOIZONTAL METAL STRIPES, ANGLE (EXTERNAL WALLS) - CONCRETE STRIPES (FLOOR, CEILING)

WALLS 1

EXTERNAL WALLS

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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LEVEL 6

CEILING

BOTTOM VIEW

START

LIGHTING

WALLS 2

END

- A GREAT DEAL OF LIGHT - CRAMPED ΟRDER OF WALLS - METAL TRIANGLE SHAPE (EXTERNAL WALLS, CEILING) - CONCRETE STRIPES (FLOOR)

WALLS 1

EXTERNAL WALLS

WATER

FLOOR

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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3D ASSETS CONTAINER

CONTAINER

PHASES

CABINET

CABINET 1

CABINET 2

CABINET 3

LIFE SAFETY

LIFE VEST

OXYGEN

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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PILLOW

PILLOW 1

PILLOW 2

FAN

FAN 1

FAN 5

FAN 2

FAN 3

FAN 6

FAN 4

FAN 7

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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3D ASSETS FISH BONES

FISH BONES 1

FISH BONES 2

GRID

FRAMEWORK 1

FRAMEWORK 2

GRID 1

GRID 2

GRID 3

GRID 4

GRID 5

GRID 6

GRID 7

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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MIRROR

MIRROR 1

MIRROR 2

MIRROR 5

MIRROR 9 MODULE

MIRROR 3

MIRROR 6

MIRROR 9

MIRROR 4

MIRROR 7

MIRROR 10

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

MIRROR 8

MIRROR 11

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3D ASSETS PETROL TANK

LIQUID GEL

TANK 1

TANK 2

TANK 3

TANK 6

TANK 7

TANK 4

TANK 5

TANK 8

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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PIPE

PIPE 1

PIPE 2

PIPE 3

PIPE 4

PIPE 5

PIPE 6

PIPE 7

PIPE 8

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

PIPE 9

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3D ASSETS ELECTRONICS

JOYSTICK

SCREEN 1

SPY GLASS 1

REMOTE CONTROL

MACHINE

SCREEN 2

SPY GLASS 2

SOUND SYSTEM

SURVEILLANCE CAMERA

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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SOCKET

CABLE

SOCKET 2

SOCKET 1

SOCKET 3

SOCKET 4

SOCKET 5

TOOLS

TOOL 1

TOOL 2

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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3D ASSETS RAILS

RAILS 1

RAILS 2

RAILS 5

RAILS 6

RAILS 9

RAILS 10

RAILS 3

RAILS 7

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

RAILS 4

RAILS 8

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STAIR

STAIR 1

STAIR 5

STAIR 2

STAIR 3

STAIR 6

STAIR 4

STAIR 7

WINDOW

WINDOW 1

WINDOW 5

WINDOW 2

WINDOW 6

WINDOW 3

WINDOW 4

WINDOW 7

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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3D ASSETS PORTAL

PORTAL 1

PORTAL 7

PORTAL 12

PORTAL 16

PORTAL 2

PORTAL 3

PORTAL 8

PORTAL 9

PORTAL 13

PORTAL 17

PORTAL 4

PORTAL 5

PORTAL 10

PORTAL 14

PORTAL 6

PORTAL 11

PORTAL 15

PORTAL 18

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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WALLS

WALL 1

WALL 2

WALL 3

WALL 4

SETTINGS

SETTING 1

SETTING 2

MATERIALS: Ι will be use mainly rusted materials

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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ROOMS

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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ROOMS

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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ROOMS

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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ASSETS USED 3D OBJECTS In each level in order to create a unique atmosphere for my rooms, I have used, in different ways, the above 3d objects thqt I hqve created using (autocad, maya, 3ds max, unity): cabinets chains containers engines fans fish bones fire extinguisher gears grid human mask joystick keyboard keys petrol tank pillows pinboards - secret messanges pipe portals rails orange x-rays remote control safe circle screens settings sockets sound vocoder system special walls spy glass stairs surveillance camera tools dust moisture (particle system) water drop (particle system) water (standard assets)

TEXTURES In all levels I have used these textures and others from my own library. https://it.123rf.com/photo_11814991_vector-seamless-in-bianco-e-nero-con-conchiglie-maschera-di-ritaglio.html https://www.shutterstock.com/image-vector/abstract-geometric-ethnic-striped-seamless-fabric-139607531 https://gr.pinterest.com/fritzrometsch/textures/ http://www.textures.com/category/fabric/150 http://www.wood-database.com/bulletwood/ https://www.extinguisheradvice.org.uk/types-of-fire-extinguisher.php http://www.textures.com/browse/mixed-rust/270 http://naldzgraphics.net/textures/free-seamless-metal-textures/ http://www.textures.com/category/floors/226 https://creativemarket.com/tags/pinboard

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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SCRIPTS By seeing many tutorials I have created my own scripts that I used them in several ways menuscript.cs (start menu) soundsource.js (play sound) sound.js playmovie.cs (play video) portal rotate.js (open/close door) portal rotate2.js rotatevertical.cs rotatex.cs (rotate fan) rotatey.cs rotatez.cs keyrotate.cs (move joystick) fpscoinrotator.cs (rotate gear) rotatebutton.cs (press socket) rotatebutton2.cs rotatebutton3.cs switchlight.cs (switch light) move.cs (move walls up and down) reflection control (mirror) jumpclimb (move through stairs) portal.cs (teleport) scenemove.js (teleport between levels) scenemove2.js scenemove3.js scenemove4.js scenemove5.js FPSController.cs (player movement) jump.js swim.js

SETTINGS open a door by pressing “A” or “O” play with a joystick by pressing the up/down/left/right arrow switch on/off the light (or socket) by pressing the up/down arrow play a video by pressing the space bar enter a portal by pressing enter move the player by pressing the arrows and by moving the mouse jump or swim by pressing the space bar

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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ASSETS USED SOUNDS I have put several sounds in my game (unity programme) from https://www.infrared.eca.ed.ac.uk. I have also included a script in order to play sound in a loop whenever I enter an area. Unfortunately, I did not include the sounds in my video grab due to a crash in the unity folder when I tried to play the game. standard assets of unity (charancter)

footsteps

https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=25722

water drop

https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=2341 https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=16875

water

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=2435

engine sound

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=1462

encoder

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=19392

metalic sound

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=16660

echo

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=22930

hiss

https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=7194 https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=2014 https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=22735 https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=14198 https://www.infrared.eca.ed.ac.uk/_getResource.cfm?id=8666

whispering scream keyboard joystick dream room

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=22038

steam

https://www.infrared.eca.ed.ac.uk/easetest/viewResourceDetails.cfm?id=20504

fan

VIDEOS In all levels I have used videos which are displayed in the screens. I have also included a script in order to play the video in a loop. https://www.shutterstock.com/video/clip-2572178-stock-footage-technology-interface-computer-data-screen-gui.html

FONTS In the Start Menu I have used this font. http://www.dafont.com/zombie-control.font

Msc Design and Digital Media 2016-2017 • ESALA • The University of Edinburgh

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