Thesis Outline

Subverting Game Design and UI/UX Methodologies To Reflect on the Sublime: Three Virtual Installations

  1. Introduction
    1. Introduction to Subverting Game Production Tools: Three Virtual Installations
    2. I want to explore whether computers, generally used as production tools, can instead become equal partners in conceptual art through the use of AI, algorithms, and the manipulation of how digital conveyance of ‘the image’ changes it into a unique digital artifact.
    3. I hope to help others understand how this ‘digitization’ of found art influences their own sense of aesthetics by reflecting on space, time, and shared experiences within the boundaries of an installation; themes explored in more traditional land art and postmodernist installation art.
    4. I am working to make conceptual artwork using a digital collage, generative art, and then constructing virtual installation pieces using game design tools.
  1. History of Computer Graphics
    1. Brief history
    2. Generative art using computers
    3. How generative art worked within the Modernist lexicon
    4. Ways in which computer graphics looked to representational work
  1. History of Computer Representational Design
    1. Brief history
      1. Loren Carpenter – Boeing and Star Trek, Pixar
    2. Traditional design needs for representational pipeline
    3. How this is represented in game production
    4. Ways in which to make changes to conceptual art with computers
  1. History of Traditional Postmodernist Land Art
    1. Brief history
    2. Traditional critique and examples of work
    3. Spotlight on an artist: Walter De Maria
    4. Ways in which this relates to my project with computer design
  1. History of Monolithic Installation Work
    1. Brief history
    2. Traditional critique and examples of work
    3. Spotlight on an artist: Olafur Eliasson
    4. Ways in which this relates to my project with computer design
  1. History of Fluxus and Reconstructivism in Art
    1. Brief history
    2. Traditional critique and examples of work
    3. Spotlight on an artist: Joseph Beuys
    4. Ways in which this relates to my project with computer design
  1. Context
    1. How my work will relate directly to the above art movements:
      1. Land Art and the idea of shared experience
      2. Monolithic Installation Art and the contemplation on space & time
      3. Brutalist Architecture
      4. Digital Conveyance and how that relates to Reconstructivism
  1. Specific Contexts
    1. How does our digital world affect our world view
      1. How this relates to Enlightenment thinking
      2. Donald Norman’s design thinking
      3. Semiotics and symbolism
    2. Can installation art help us reflect on this perspective
      1. How does interaction in games reflect installation art
        1. Iwai Toshio
    3. Can digital manipulation simulate natural randomness
      1. Machine Learning representations of cinema
        1. Blade Runner
    4. Does UI/UX share a similar space with ritual and myth
      1. Implications of Symbols
      2. Design Thinking vs Ritual: Comfortable vs Uncomfortable
  1. Literature Review

Reference writings on digital conveyance like The Language of New Media by Lev Manovich, Kant and the Enlightenment about ritual and art, and Joseph Campbell and mythology.

 

  1. Solution in Three distinct pieces of art
    1. Prototype 1:
      1. 2D Composition
      2. Art Bible
      3. App of 3D installation level
      4. UI Design for user navigation
    2. Prototype 2:
      1. 2D Composition
      2. Art Bible
      3. App of 3D installation level
      4. UI Design for user navigation
    3. Prototype 3:
      1. 2D Composition
      2. Art Bible
      3. App of 3D installation level
      4. UI Design for user navigation
  1. Methodology of Hybrid Pipeline for The Work
    1. Method:
      1. Programming Environment
      2. Programming Language
      3. Tools
    2. Design Process
      1. Sketches
      2. Compositions:
        1. Found art on internet
        2. Collage in 2D program
        3. Frames of video clips
      3. Manipulation of Digital Conveyance:
        1. Machine Learning
        2. Pixel Sorting with scripts
        3. Coding distortion
      4. Navigational flow User Boards
      5. Modular Designs
      6. 3D Modular Designs
        1. Maya and Cinema 4D Modeling
        2. Substance Texturing
        3. Node setup
      7. Unreal Integration for First Person
        1. Models in
        2. Nodes integration
        3. Lighting
      8. UI Design
      9. Possible VR Prototype (if time allowed)
  1. Analysis Of Work
    1. Installation Art Level Experience:
      1. Fidelity
      2. Environmental Design
      3. Lighting and Skybox
      4. Shared Experience
        1. Designing for Movement
        2. Programming for Multiple Users
    2. Website and Art Bible:
      1. Website:
        1. Visual design
        2. How the site ties into the overall experience
      2. App Development
        1. Offloading Unreal to App
        2. App downloading
  1. Overview of Works

How each installation was able to convey the concepts of postmodernist art and the concepts put forward by Joseph Beuys

  1. Conclusion

How the subverting of a traditional videogame level design can be utilized to make unique conceptual work that touches on key postmodernist, Reconstructivist, and Land Art critique.