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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?

 

Contrast

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I tried to play with the lighting to make a floating, space-like scene, with some extremely bright objects and other parts receding into darkness. I particularly liked how the gargoyle’s wings resemble a halo of light behind it.

& extra fun with textures:

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Mario Von Rickenbach

Mario Von Rickenbach is a Swiss designer and creative technologist. He works within the intersection of design, art, and technology through his works produced through game design, programming, and animation; his games explore a wide variety of styles and are often very minimalist in their design. Rickenbach attended Zurich University of the Arts for architecture– where he realized game design was a subject more suited for him.

What interested him most about architecture was the process of designing and constructing these buildings and landscapes, a process he soon discovered that, as an architect, he would not be able to be apart of. Gaming and game design became the missing link for his passion– a passion and interest that comes out in his most notable game Drei.

Drei

Drei can be a single- or multiplayer-game with the goal of stacking the given blocks in such a way that they are able to touch the hovering light in mid-air. The game is not only heavily influenced by Rickenbach’s attachment to the subject of architecture, its appearance and interface also embody his priorities and values as a designer. “Style is completely unimportant,” he says in an interview with KillScreen. “Style is a result– and not a goal– of design choices.” What makes Rickenbach so unique in the gaming industry is his rejection of stylized games whose style has no link or function to the game play itself. He also goes on in the interview to speak on touch screens and how it is a more direct physical interaction with the game itself, but often lacks the physical response a game could give such as a jolt in the game controller or resistance in the joystick.

Plug and Play

Plug & Play is a surreal mobile game developed by Rickenbach and fellow artist Michael Frei in Unity. The two developed the game out of a short film involving intimate relations between plugs and sockets, inspired by the binary nature of how computers operate.

Mirage

Mirage is another collaborative surreal project that ended up as a finalist in a 2012 Independent Game Festival. The idea came about through experimentation with collage– the strange creature controlled by the player attaches to itself additional body parts as the game is played. The game like many of his others is very heavily considered in its design aspect, but no part of its style takes away from the gameplay itself. Every aspect of the game, in fact, is heavily considered: its lack of enemies, the low poly geometry.

 

Rickenbach brings an interesting new take to the gaming community. With a variety of styles all derived from the varied themes in his projects, his unique background in architecture and often surreal products challenge the conventions people have about what makes a game playable.

More Games

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https://mariov.ch/project/krautscape

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https://mariov.ch/project/other_game

Gun Shrine

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I wanted to play with ways to have 3D look 2D in this piece.  I was looking online for free models and found that a large percentage of the models I found were guns.  People lovingly and painstakingly crafted these digital guns, so I decided to make them into a shrine.

Bolted

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My intent was to create mystery and beauty out of an incredibly mundane item, and to use an item intended for construction as a finished product itself.