Here are the final pictures for the projection mapping project, with all relevant information to the game. Each of the 4 slides show how the game would progress, with the end result included.
Showing posts with label NUCA Projection Mapping. Show all posts
Showing posts with label NUCA Projection Mapping. Show all posts
Tuesday, 6 December 2011
Projection Mapping Project: Developing Ideas 1
After choosing to go with the tetris themed idea we needed to figure out a practical way for the game to work.
Limitations:
The player would be trying to create the image of the building that the game is projected on.
Blocks would fall as long as it could fit on top of the incomplete image. This would stop a top row block falling first; which would otherwise ruin the game.
Blocks would fall faster and faster as the game progressed to make it slightly more challenging.
If a player got a block wrong the piece would fall again, however this would inevitably increase the time it took to finish the puzzle, and would be worth less score than if it was correct the first time.
Completing the game would cause a completed image of the building to glow with a slogan to appear under the logo.
If nobody was playing it would cycle through a movie of the game being completed on its own.
Limitations:
- A controller could not easily be used as it would be lost or damaged, so we would need to use a motion sensor to control where the blocks fall.
- The pieces could not easily be turned by the player without some form of controller, so the concept of rotating the blocks needed to be removed.
- To reinforce the university image Kakey had the idea to include the NUCA logo within the design.
- An area where the relevant game information would be located, including:
- A scoring system for people to compete to get the best score.
- The time, to show how long they have played the game for.
- The next block, to give players warning to figure out what is coming next and where it should fit in.
The player would be trying to create the image of the building that the game is projected on.
Blocks would fall as long as it could fit on top of the incomplete image. This would stop a top row block falling first; which would otherwise ruin the game.
Blocks would fall faster and faster as the game progressed to make it slightly more challenging.
If a player got a block wrong the piece would fall again, however this would inevitably increase the time it took to finish the puzzle, and would be worth less score than if it was correct the first time.
Completing the game would cause a completed image of the building to glow with a slogan to appear under the logo.
If nobody was playing it would cycle through a movie of the game being completed on its own.
Projection Mapping Project: Ideas 1
The first idea we had was to make the background wall into an obstacle course with the aim of reaching the NUCA logo within the smallest amount of time.
This idea would be directly interacting with the background architecture as well as creating a fun simple game for all ages. However a possibly overdone idea, being similar to the video on the last post.
The next idea was to create a Tetris like game on the wall, where the player controls where the blocks fall in order to complete the image.
This would be another simple game with not too many controls to master so could easily be accessed by any passing person. This would also be more exciting to play in groups, to compare scores and times.
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| Climbing the wall |
The next idea was to create a Tetris like game on the wall, where the player controls where the blocks fall in order to complete the image.
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| Tetris Idea |
Tuesday, 29 November 2011
Projection Mapping Project: Research 1
After receiving the brief for the projection mapping me and Kakey knew the best place to start was research. After looking at recommended videos and a few related to projecting onto walls we decided to try and find some interactive versions of this method.
I came across this video which is most probably not a real example of real interaction with the projection, but it gives the illusion that touch is triggering the effects. This adds a fun and lively feature to an otherwise linear experience. The idea to not only break up the sequence of the projection but to totally control it seemed a very exciting concept.
With this in mind the next logical area to look into would be games, as they engage and can be interacted with by the audience. Looking into more interactive videos I came across a video demonstrating a method of how to include audience participation, even being a crucial component.
We decided to choose a location which had interesting and bold architecture to be the backdrop for the projection. Here are the best locations we found, with a good combination of ancient and modern styles which I felt represented the uni fairly well.
In the end we decided to go for location 2 due to its interesting features such as the triangle roof, as well as more room for the projector and people to watch and interact with the display.
I came across this video which is most probably not a real example of real interaction with the projection, but it gives the illusion that touch is triggering the effects. This adds a fun and lively feature to an otherwise linear experience. The idea to not only break up the sequence of the projection but to totally control it seemed a very exciting concept.
With this in mind the next logical area to look into would be games, as they engage and can be interacted with by the audience. Looking into more interactive videos I came across a video demonstrating a method of how to include audience participation, even being a crucial component.
We decided to choose a location which had interesting and bold architecture to be the backdrop for the projection. Here are the best locations we found, with a good combination of ancient and modern styles which I felt represented the uni fairly well.
| Location 1 |
| Location 2 |
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