Thriller Redux Pt.2

OSX Build

Thriller Redux Pt.2 is about appropriation and the death of the music video.  Thriller, the twelve and a half minute music video, was in my opinion Peek Music Video.  In this piece, a group of Goofy characters performs the Thriller Dance while destroying a large model of a TV.   This is my second experiment with creating a Music Video Game.

Why Goofy?  The character Goofy is Disney’s appropriation of black culture.  Michael Jackson and Thriller is the world’s appropriation of black culture.

This work also explores some technical items I want to achieve in my final project.  Parts of the environment were created using a Voxel-ish method and are all elements affected by physics. The environment is fully explorable and can be moved by the game actors and navigated on by the players.

My final research will differ from my current and previous works.  The project will explore an endless voxel environment that the player can explore, fall onto, run on, and manipulate in real-time without consequences.  My final project is to create a Music Video Game targeting Game Consoles and Mobile Devices.

FINAL PITCH DECK (I can’t get the iFrame of the deck to stay in the post)

Reference Games: Canabalt by Adam Saltsman, Velocibox by Shawn Beck, and FLOW by thatgamecompany.

Home Play: Pippin Barr

Pippin Barr :  A Series of Gunshots, Art Game, Let’s Play: The Shining 

Pippin Barr is an Assistant Professor in the Department of Design and Computation Arts at Concordia University and Experimental Game Designer. Barr’s research focuses on Play. His Ph.D. and Masters thesis both focused on Human Computer Interaction, the concept of Play, and the use of Metaphors in games.

A Series of Gunshots is a browser based game with one control: Press Any Key.  The player is presented with a situation: A view of a residence.   The player is limited to seeing the world from an outside observer’s perspective.  We

The sparse seemingly random controls and limited visual hints allow the player to interpret the outcomes of these series of gunshots.  The game the controls reveal the true nature and intent of the game.  It speaks to the random nature of violence.  What goes through your head when you see a single flash and hear a single gunshot in a distant room?  What goes through your head when you see multiple flashes and hear multiple shots within quick succession?  A Series of Gunshots confronts gun culture, the idea of suicide, the idea of gun violence, and the idea of protection.

Game Link 

 

Art Game is a later browser based game from Barr.  It is an RPG where the player takes on the role of an artist preparing for a very large show. The game begins with the main character painting canvases and having their gallery representative/curator pick over the works for the upcoming show.  After several rounds of painting, calling over the curator, and titling works the game moves to the gallery show.  While at the show, the player walks around overhearing conversations about their work, overhearing gossip from the art world, and observing the other works in the show.

The game is a very realistic simulation of the art world or the art game that professional artist play: the constant creation to display loop where the artist seeks outside validation of their work from a curator or the public.

Game Link

 

Let’s Play: The Shining is a video game adaptation of the movie The Shining.  This game can be best described using Barr’s words:

Let’s Play: The Shining conceived as being a game focused entirely on Jack’s perspective in the movie so that the player would always have the anti-hero role throughout. The main reason for that was that it seemed funny, but it’s also true that it ties in a little better with themes in the movie (and book) of control being exerted specifically on Jack to get him to do the terrible things he does. The player is then the hotel. But because I wanted to call the game “The Shining” at that time, it didn’t seem reasonable to solely represent Jack, as it wouldn’t be true to the movie. So the idea shifted to making an E.T.-esque movie-tie-in game that might have appeared on the Atari 2600 at the time. That amused me because it seemed funny to choose The Shining as your vehicle for “making a quick buck” based on a successful movie.

It is a faithful reproduction of The Shining.

Game Link

 

Drop the Mouse V0.0.0.1b

Drop the Mouse V0.0.0.1b is a continuation of my study of character animation and motion. It a study of blending ragdoll physics within the Unity Game Engine.

The piece is an allegory and metaphor of living life.

The player controls the mouse using the commands:

SPACE BAR – JUMP

ARROW KEYS / WASD – CHARACTER MOVEMENT

R – Respawn

1 -Normal Speed

2 – 1/4 Speed

3 – 1/2 Speed

4 – 1/10 Speed

 

 

There are several known and some unknown issues in Drop the Mouse V0.0.0.1b including:

failure the reset platform dissolve

weird camera movements/shakes in slow motion

non-infiniti level

 

OSX Build

 

 

Eyecandy : The Fall

I’m continuing my research into character motion with this piece.  This is a study of Unity’s Ragdoll physics applied to a 3D model of Mickey Mouse.  Mickey begin 500 meters above the surface and falls onto the low-poly landscape.  He initially strikes a glass Pyramid and slides down the face.

I attempted to have Micky wake up after the fall and move with the animations used in Not So Still Life, however that has proved problematic in Unity.

 

Not So Still life

The Not So Still Life series uses found 3D models and found skeleton animations.  The 3D models were sources from yobi3D.  The skeleton animations are from CMU Graphics Lab Motion Capture Database.  The animations in No. 0 are from Subject 144 trial 1.  The animations in No. 1 are from Subject 142 trails: 01, 18, 19, 20, 22.

Not So Still life

 

 

Not So Still Life No.0
Unity – 2016

Not So Still Life No.1
Unity – 2016 – OS X Download

 

I am very fascinated with the shapes created from the mismatched models and skeleton animations.  The artifacts of the skinned mesh warping and giggling with every step are intoxicating.  They are disgusting yet magical.

The exaggerated movements in No 1. are a very playful in nature.  Contrasting the glitchy playful low poly character against the slick, razzle-dazzle lighting and water simulations, the work attempts to confront the idea of complete photorealism in virtual spaces and ask the question: Why attempt to bridge and conquer the uncanny valley when you can completely ignore that it’s there?

 

Subversive Play: Forza Motorsport 6

Forza Motorsport 6

Forza Motorsports is a realistic race game that can simulate the effects of damage on the driving characteristics of a car.  I enabled the hardest difficulty (ABS off, TS off, STC off) and turned on realistic simulated damage with the goal of reaching 100% damage and achieving a DNF.  I selected my Ferrari 330 P4.  The 330 P4 is a priceless automobile and some would consider these actions sacrilegious.

After failing to disable my car, I then played with the rewind to see how big of a wreck I could cause.

 

I then attempted to see how many vehicles I could disable or cause to pit before the end of the race.   I selected a heavy armored vehicle and began to race.