Posts Tagged ‘stereoscopy’
Me posing in front of the set I designed for a viral video to promote Fox’s “Rise of Planet of the Apes”, coming out in August, directed by fellow USC Cinema student Thenmozhi Soundararajan. I created some scientific animations and projected them on three layers of scrims, to produce a 3D effect without the stereo. The whole thing is supposed to represent a TED talk from the future. The melty shape to the left is a brain. Awesomely, the fabric we used – voile – added a shimmery grain to what is otherwise an ordinary digital-looking 3D model…
take out your anaglyph glasses to view this in its full stereoscopic glory!
I did the art and sound for the game Gravity Cubes, with Matt Morris and Jason Mathias. Ours is the eerie world of semi-transparent cubes in which the gravity switches on the player every 30s. The game was realized in Unity and is the result of experimenting with what constitutes a compelling 3D space – it turns out transparency and reflections are particularly evocative in stereo, as the viewer receives a rich impression of the multiple layers of objects positioned at different depths.
My new Unity game! Cracked Marble Maze is about wandering through a game without the possibility of ever reaching an end state. The rotating maze is suspended in starry void, but even if you fall through the cracks in the walls, you are transported back to a random spot in the maze by a stellar cloud. Boosters in the maze tunnels make the maze rotate in the opposite direction. When you get to the center of the maze (the rotating cracked marble), you can jump to any of the other “arms” by jumping from the marble to one of the rotating entrances. It’s hard to keep one’s balance on the marble! Luckily, running up 90° slopes is possible…
The game I made a month ago, Bunnybot should probably be re-named Neon Helix – because now it’s all about traveling through floating helixes composed of bubbles and luminous cubes in a deep dark cavernous space. S3D competes with conflicting depth cues (smaller helixes are placed in front of the screen), giving the player an impression of navigating a spatial paradox.
The bouncy 3D labyrinth with its electrocuted fuzzy fauna continues to be built…in stereo! A prototype arch and its puzzled subject pose for the game engine camera.
Electrocuted Bunnybot Pinball, here scripted and modeled in the game engine Unity and rendered in anaglyph stereoscopy, is a multiplayer game about erratic and exuberant motion and an extreme experience of playful space.
Each player controls a bunny. The bunnies hop around in a prison-environment.
The goal of the game is to make your bunny jump into one of the many holes in the walls/floor/ ceiling of the prison (all have different shapes – you have to see if your bunny fits) and escape.
Plugs are the jail-keepers of the bunnies. Every time a bunny hits a hotspot (shaped like stars) on the floor/ceiling/walls of the prison, it causes one of the plugs to go into an outlet.
Every time a plug goes into an outlet, a random bunny gets “electrocuted” and its bounciness multiplies (10s), making it bounce erratically across the prison. Not only is it then harder for the player to control and to aim for holes, but it also makes it harder for the other players, since the bunny is likely to ricochet not only off the walls but off other bunnies, knocking them off their course.
How does the stereo work with the game mechanics?
The irregular shape of the space and the irrepressible kinetic momentum of the bunnies are the main attraction of the game. The puzzle piece-like holes in the walls of the prison as well as the walls’ irregular curvature, crannies, and recesses all participate in creating an unpredictable and graphically striking environment, where often 3D is the only reliable depth cue, since the texture of the walls is uniform, and multiple different-colored lighting sources are always roving across the environment, changing the shadows and further confusing the topology of the space.
The bouncing bunnies offer the player an extreme experience of the z-axis. They give the space a dynamic aspect and add to stereo’s aesthetic function of enhancing the physicality (shape, material qualities) of the game objects.
The box will be covered in rich (probably pink, as you might have guessed) fabric and the video projected will be in stereo! The project hopefully should be finished by Xmas…