_Surface_Freedom_
I have attempted to show elements of weightlessness, flight, surface, and freedom in the structure designed for Cousteau.
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The shape of the platform, and the rings of water the player can splash through, are circular to resemble ripples. The person arises from the ramp in the middle of the ripples, in the middle of the white platform and glass waves, and in the blinding sunlight; enforcing the concepts of freedom, of surfacing, and ascension.
Meeting place + Ramp
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Meeting place: As one client moves down the ramp, and the other moves up from the depths of the cavern, they are forced to make a jump to reach either structure. I have decided that this act of jumping across the air is to be time of meeting, and the meeting place therefore to be mid air.
The image I chose from Lecture 7 describes a leap needing to be made from the darkness to knowledge, represented by light. This leap to understanding, knowledge, and therefore freedom, is not without danger. The meeting place represents this by being placed at the point that the client would venture to the outside, the gap in the floor being the boundary between the lightness of the exterior, and the darkness of the interior. It also represents the last boundary that a player would have to navigate after passing through the maze of the interior structure.
Ramp: The ramp is made to mimic the feeling of ascension, from a depth to the surface and from darkness to light. The concept of ascension is mimicked in the use of the mover, which glides slowly up the ramp after a person jumps onto it.
Texture: A light texture has been applied to the platform, to the sides of the ramp, and to the underside of the circular platform, to enforce the concept of weightlessness and 'lightness.
Nobel_Similarities_Differences_Searching
To represent structurally the concepts searching, I decided to construct a cave-system like structure in the form of a series of mini-mazes. A few of the rooms or corridors provide a series choices in the form of entrances or turns, which the player has to choose to go through, of which one will continue on to lead you out. Other rooms are simply to confuse.
Room 1.
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I have attempted to show the concept of simiarities and differences at intervals through the structure. The first is the above corridor is composed of a series of repeating units, representing simiarity. The light texture applied to the walls enhances the geometrical shape of the corridor, and the contrast between the bright walls and the shadows.
Room 2.
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Room 3.
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Room 4 a.
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The room you are lead into if you take the bottom corridor. The pools are present to confuse, and the player is forced to question themselves on whether the room is a dead end, or whether the pools might lead onwards. This reflects the concept in the electroliquid aggregation and the image from Lecture 7, of the search for knowledge. A dark texture can be seen on the right to enhance the feeling of darkness and enclosed space.
Room 5 a
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Room 4 b
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Similarities and differences are again represented in the stone pillars. These are placed at irregular intervals, meaning the player has to navigate their way around them to find the exit. The darkest texture from the set I drew is shown here on the pillars, to again enhance the contrast between the light and dark.
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Room 5 b
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Room 6.
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The cavern that both Rooms 5 a and b exit into. Room 5a exits into the cave underwater, while Room b exits via the stairs to the right hand side.
The player in this cave must navigate the platforms half hidden under the water to the exterior on the left. The large space of the cave provides a release from the enclosed, claustrophobic structure of the previous rooms.
http://files.filefront.com/13707499
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Wow..
ReplyDeletejust..
WOW
:)
ITS SO NICE!