Thesis Paper - Subverting Game Design and UI/UX Methodologies To Reflect on the Sublime: Three Virtual Installations
Chapter XI: Methodology of Hybrid Pipeline for The Work and Chapter XII: Analysis Of Work.
XI. Methodology of Hybrid Pipeline for The Work
- Method:
- Programming Environment
- Method:
Working within the constructs of python and machine learning will be an important aspect of the visual component.
- Programming Language
- Tools
- Design Process
- Sketches
Working for core concepts of space and themes like identity and motion, I will include rough sketches of my ideas into my Design Document. I will intentionally keep these loose and open-ended to allow for the digital collage and found items really construct the overall compositions.
- Compositions:
- Found art on the internet.
- Compositions:
In a similar fashion to that of work of reconstructivism and Buey’s work with the narrative I will use found elements to craft my specific pieces whether this is reflected in the app or the compositions that will be the basis for the 3D level concepts. I will look for pieces that resonate with me, with a combination of aesthetics and subtext. It will be a journey of personal discovery as I see what shapes a constant consumer of media like myself. I also want to look at how we distill information in the digital age, something that is thoroughly researched by Vanneva Bush, one of the early pioneers of computers. [72]
- Collage in 2D program
Now that I have the core ingredients to what makes-up my work, I will begin piecing it together. Using digital software and design techniques I will allow digitization and randomness to interact with a basic artistic eye to construct these into something that I think carries artistic value. I want to take into account the:
- Frames of video clips
Using video clips is a huge part of what I want to use, as the motion and framing of an image in action sets it apart, and tells a stronger inherent story. I will look to extract frames and clips that I like to layer them digitally with nondestructive methods and loop these back into my more traditional compositions described above.
- Manipulation of Digital Conveyance:
- Machine Learning
- Manipulation of Digital Conveyance:
I want to get into the details of how I plan to marry generative and digitization with that of more specific artistic crafting. Each of these elements will play a part and be part of a process that is rather fluid (like most artistic processes and expression), but building neural networks and the images that they then produce I find fascinating and will be using in my pre modeling phase and composition phase. Working in the working concepts of early coders [73] I believe that an interesting art can come from phased replications and iteration.
- Pixel Sorting with scripts
This will be partnered with custom-built scripts that add to break down the image or manipulate the image to reveal the core underpinnings on how a computer sees and process visual elements.
- Coding distortion
Distortion is one way to really reveal this, and there are a variety of techniques to build this in, transferring from one source to the next, cable interference and workings.
- Navigational flow User Boards
As the different pieces of work are imagined they can then be broken further down into core pieces that will be used to build apps and use as symbols towards are whole new visual lexicon as you would see on the root of languages based on pictographs or ideograms, or a logogram which holds the whole core idea in one symbol.[74]
Boards will follow with ideas on how these levels will be built that focus the user into the contemplation of the digital construct that has come from the milieu of the digital age.
- Modular Designs
The boards will help me break down the compositions to build modular elements from them. It’s important to get a full understanding of each piece I’m building because where conceptualization is open and freeform, the craft of building a useful and effective space has very real requirements. Even Though the digital space allows me the freedom of space and size that I couldn’t achieve in a real gallery or warehouse I still need to build it clearly and concisely. This leads me into a traditional level design mode and one that integrates into a formal game design territory [75]. Where each model is crafted carefully, the one difference being that repetition and scale will be high on my mind, and adhering as closely to the original digital compositions. This will give these new spaces dimension and purposes.
- 3D Modular Designs
- Blender, Maya Modeling
- 3D Modular Designs
Each model will be made and checked for integrity before texturing.
- Substance Texturing
Using node-based Substance Designer textures and overlaying them in Substance Painter will help give them a solid look and one that can hold attention. I plan on cloning my sources for these texture forms not traditional elements though.
- Node setup
This is specific to the texturing but also applies to any generative elements that I want to run or animations I want to run that would be central elements of interests (hero elements) within the spaces. These hero elements will be built and generated in Blender.
- Unreal Integration for First Person
- Models in
- Unreal Integration for First Person
Importing models into the Unreal level is specific and traditional to level design, with the use of Google VR as a guide to early level build using Cardboard as a cheap but effective solution.
- Nodes integration
Textures then need to be reassembled with the node system in Unreal. This will allow me the opportunity to build in sliders and other adjustments within unreal that I can further manipulate.
- Lighting
IES lighting then will be implemented to spotlight space, pathing, just like more traditional level design.
- UI Design
The UI overlay will then be applied from the build elements that were early constructed for the app.
- Possible VR Prototype (if time allowed)
I will be building this from the ground up with VR in mind.
XII. Analysis Of Work
The analysis of this work will be first and foremost how well does it convey the key elements to the viewer. Does it allow a degree of contemplation on the bombardment of the digitized image then deconstructed down to a space that represents a meditative space built from the artifacts of this digital conveyance? Giving a space that users can move through that allows them to focus on their own identity and the human condition at large. But beyond this postmodern narrative experience that leans heavily on reconstructivism and Ecovention. Key ways to judge the experience will be the same way in which traditional app design and level design are judged, through these.
- Installation Art Level Experience:
- Fidelity
- Environmental Design
- Lighting and Skybox
- Shared Experience
- Designing for Movement
- Programming for Multiple Users
- Website and Art Bible:
- Website:
- Visual design
- Website:
- Installation Art Level Experience:
The website will be the first point of contact for the work, and like an artist’s statement at a gallery show, it will need to explain the intent of this work. It will also use subtle design clues and styling to give the overall feeling to the user before they download the apps of the project.
- How the site ties into the overall experience
- App Development
This more meditation and interactive design project will need to focus people on their own personal journey and expose them to the symbolism that will be used throughout the level app.
- Offloading Unreal to App
Once they experience the first app they then will be guided to the level app and made to move throughout the space, hopefully, to contemplate what they have experienced and how that relates to the unnatural world of the digital space.
- App downloading