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.
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.
![]() |
| 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.
![]() |
| 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 |
Sunday, 20 November 2011
Apple Interactive Concept: Game Development 3
This is the start screen and logo for the game.
This is an in-game screenshot of the game. It is of the knight, Sir Ivaneth leaving the starting town. A corrupted rat is also featured in the picture, just outside the town.
![]() |
| Corruption Title Screen |
This is an in-game screenshot of the game. It is of the knight, Sir Ivaneth leaving the starting town. A corrupted rat is also featured in the picture, just outside the town.
![]() |
| This is the final design of the game, with a cartoon-like style. |
Apple Interactive Concept: Game Development 2
Apple Interactive Concept: Game Development 1
Sunday, 13 November 2011
Apple Interactive Concept: Game Ideas 3
Map
The map would be used to travel around the world, and let the player choose which level they want to play through. This is in case the player wishes to replay previous areas, or wants to travel to the starting town to buy or repair goods and items. Level names would appear next to the area indicator, to show where the player is traveling to.
The map design is going to be simple, to show clearly where the player is and where they can travel to. Once they gain the option to travel to the location a marker will appear on the map.
Monsters
Starting Town:
The first monsters the player will encounter are rats, these would be basically normal looking, except for minor distortion such as a missing tail with a dark vapour around it. These would be located just outside the starting town, and part of the tutorial the player would be sent to kill them.
Forgotten Forest
Another type of monster the player would meet early on is wolves. These would be slightly more corrupted with distorted legs and teeth. Bears would also be found within the forest and would be similarly distorted to the wolves.
Wizard's Tower
This level would feature toads which would spit toxic virus balls at the player. Their appearance would be similar to normal toads apart from black slime all over them. Rats similar to the starting town would also be here. Snakes which would bite the player causing a slight poison and screen corruption effect would be found around the tower as well.
The Crumbling Ruins
Here would feature ghosts of past warriors and knights, with black vapour flowing after them everywhere they go. Their ability to fade in and out of visibility would cause the player some difficulty to kill them. Other wildlife mentioned above would also be found here.
The Evil Shrine
The monsters here would be evil wizards who have been warped to become shadows of their former selves. They would be void-like with parts of their bodies missing, and give the impression of moving dark shadows. Wizard related animals would also feature in this level.
The Port
As this is a town it would be mostly safe, for the player to prepare for the big boss fight ahead. However outside the town would have more dangerous monsters than found in any other previous level. They would hardly be recognizable as any monster commonly found within medieval games, being so distorted and corrupt.
The Unknown
This is the last level in the game, with the corruption totally having taken over. The enemies are so distorted that it cannot be recognized as anything any medieval game would feature. They would closely resemble bits of computer code, or some otherworldly nightmare creatures. All drops would be in the form of corrupted items, rather than normal swords and armour to keep with the theme that the game is messing up.
The map would be used to travel around the world, and let the player choose which level they want to play through. This is in case the player wishes to replay previous areas, or wants to travel to the starting town to buy or repair goods and items. Level names would appear next to the area indicator, to show where the player is traveling to.
![]() |
| This is a basic concept for the map design. |
Monsters
Starting Town:
The first monsters the player will encounter are rats, these would be basically normal looking, except for minor distortion such as a missing tail with a dark vapour around it. These would be located just outside the starting town, and part of the tutorial the player would be sent to kill them.
Forgotten Forest
Another type of monster the player would meet early on is wolves. These would be slightly more corrupted with distorted legs and teeth. Bears would also be found within the forest and would be similarly distorted to the wolves.
Wizard's Tower
This level would feature toads which would spit toxic virus balls at the player. Their appearance would be similar to normal toads apart from black slime all over them. Rats similar to the starting town would also be here. Snakes which would bite the player causing a slight poison and screen corruption effect would be found around the tower as well.
The Crumbling Ruins
Here would feature ghosts of past warriors and knights, with black vapour flowing after them everywhere they go. Their ability to fade in and out of visibility would cause the player some difficulty to kill them. Other wildlife mentioned above would also be found here.
The Evil Shrine
The monsters here would be evil wizards who have been warped to become shadows of their former selves. They would be void-like with parts of their bodies missing, and give the impression of moving dark shadows. Wizard related animals would also feature in this level.
The Port
As this is a town it would be mostly safe, for the player to prepare for the big boss fight ahead. However outside the town would have more dangerous monsters than found in any other previous level. They would hardly be recognizable as any monster commonly found within medieval games, being so distorted and corrupt.
The Unknown
This is the last level in the game, with the corruption totally having taken over. The enemies are so distorted that it cannot be recognized as anything any medieval game would feature. They would closely resemble bits of computer code, or some otherworldly nightmare creatures. All drops would be in the form of corrupted items, rather than normal swords and armour to keep with the theme that the game is messing up.
Subscribe to:
Posts (Atom)
















