In this studio paper students will focus on the development of real-time interactive digital environments using game technology. The design constraints and opportunities of game engines will be explored through the development of a range of digital spatial environments
Aim
The aim of this paper is to explore the spatial potential of three-dimensional computer game engines, beyond typical games.
Context
Computer game engines have huge potential to change the way people understand digital space. Compared to post rendered computer graphics computer game engines allow interactive real-time rendering, a user can control and interact with digital models.
It is possible to trigger spatial animations in real-time, create worlds impossible in the real world. How can we create digital space beyond what is currently available?
Using the computer game engine software as a design exploration tool, investigate opportunities that you may not know of yet. Start by playing with the software, test and explore what you can get it to do and not do. Be open to this form of playing informing your design exploration.
This paper is about creating ‘new’ digital space.
Brief
You are to work collaboratively (in teams or individually) to create a video trailer of a real-time digital space. This could be for a game or visualisation. You will need to keep track of your working processes on a blog, including a short reflective report.
An option may be to work on this competition: www.ronenbekerman.com/epic-thing-coming-the-vineyard-challenge-announced/
Learning outcomes & Assessment criteria
Students who successfully complete this paper should be able to:
- Apply creative thinking to explore the constraints and opportunities of a game engine in the development of digital spatial environments.(Graduate profile: Creativity – Toi C1)
- A blog that clearly documents explorations and developments of iterative processes that have transformed your understanding of creating real-time digital spatial environment(s).
- Skilfully manipulate 3D computer game software as a design tool for exploration, representation, and/or documentation of creative systems. (Graduate profile: Virtuosity – Mohio D1)
- A video trailler that clearly shows explorations of creative real-time digital spatial environment(s).
- Confidently utilise analytical, evaluative and synthesising iterative processes in order to transform concepts into technically resolved real-time interactive digital environments. (Graduate profile: Virtuosity – Mohio D3)
- A body of curated work posted on your(team) blog that demonstrates solving of technical and design challenges and creative thinking.
- Work independently and collaboratively to solve technical and design challenges. (Graduate Profile: Connectedness – Whanaungatanga E2; Autonomy – Mana E3)
- Evidence of independent and collaborative working.
week 1
Introduction of computer game engines, types, pros and cons
Talk about ways of developing a project, either individually, or as a team:
- using an existing project to further develop an investigation of representation and/ or narrative.
- create a new project in Unreal Engine 4 or similar.
How
Start exploring software, workflow etc
Unreal engine 4 (link to overview of the engine)
An overview of SCRUM as an agile method of working, how this may work if you are keen to work in a team.
- Transparency
- Inspection
- Adaptation
Consider a theme or concept to explore as a process. Not a final outcome. You need to be open to moving and changing as the project develops. Also be looking and reading your work beyond what you think you have created.
Why:
We can become limited by what we think is possible, or what has been done before. The premise of this paper is to play with the technology, not to limit what you do. Let the exploration inform your work.
Scrum is an iterative and incremental agile development methodology that is a simple framework for effective team collaboration on complex projects.
Learning to read your own work for what is happening and other potential beyond your first ideas allows for the unknown answer to appear.
Its is important to be able to read and understand your own work and that of others, often we think our work is saying a certain thing when in fact it is saying something completely different.
The sooner you have tested methods of workflow from modelling to rendering the better your project and wellbeing will be as you will have time to respond.
Below is a playlist of 11 videos that is an introduction to Unreal Engine 4
Deliverables:
- Set up your own/team blogSet up a trello account and board for your project
- Screenshots of playing with software and sketches of your ideas posted to blog.
- You need to have a working prototype to show next class (this may be very crude).
Week 2
Review working prototypes at start of class (setup and have loaded by 1pm).
After starting to play with the software and review of work so far, consider how this may direct your process.
Question what is working and what is not working and how to improve your workflow and prototype (you should be asking these questions each week).
If in a team set up a contract to make clear your working processes. [link to pdf form]
why:
We are often limited by our assumptions, let playing with the software help direct your design process. Stronger projects are created when we let the process drive the work, not a final goal.
how:
Your project should be informed by what is possible within the time you have, working towards a working prototype each week, This will allow you to see where the issues are and respond in a creative way.
Deliverables:
- Fill in form with your (team) blog address
- Complete collabtive contract
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
Week 3
Review working prototypes at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
why:
Learning to work with others is a critical skill to practice, when working together well, you are able to produce and learn things that are not possible by yourself.
how:
Working in a team can happen in many ways, helping to figure out workflow together, splitting development of features and sharing, working collaboratively on the same project. consider how you would like to learn with others in the paper.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 4
Review working prototype at start of class (setup and have loaded by 1pm).
Be introduced to otherwise of thinking about 3D digital space, test the projects concepts in other ways, making sure you are using the best methods.
why:
We often become focused on a single method to answer a problem, without checking other ways to confirm you are indeed working on the most productive method.
how:
Check if there is another ‘better’ way to address the key elements of your project, check is these are elements are still key, or has something else emerged.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 5
Review working prototype at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Why
We are setting a routine of working, to spread your workload and identify issues to allow time to address them before it is too late, to improve the work and your wellbeing.
how:
Consider how you have been working the last 4 weeks, does the routine need tweaking, if so then tweak it.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 6
Review working prototype at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Why:
If something is not working, it is important to address it as soon as possible so as to not negatively affect your wellbeing and learning. If working in a team, addressing issues quickly within the team or with the project is critical to avoid bad work practices
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 7
Review working prototype at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 8
Review working prototype at start of class (setup and have loaded by 1pm).
You need to be considering the refinement of your project, what are the details that need to be resolved? Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 9
Review working prototype at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Deliverables:
- screenshots and videos of testing posted to blog
- Screenshots of playing with software and sketches of your ideas posted to blog
- A improved working prototype for review next class
week 10
Review working prototype at start of class (setup and have loaded by 1pm).
Continue to work and question what needs to be the focus allowing the project to keep moving, if the team dynamic is not working consider changing something, we can discuss in class if needed.
Deliverables:
- Draft report
week 11
Present and handin Full HD video trailer (2 min. maximum) on stream
Workshop the reflective report, what does it need to contain? How long does it need to be?
Deliverables:
- report for hand in week 12
week 12
handin Reflective report via stream and your blog.
Last modified: October 6, 2015