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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