---
# System prepended metadata

title: <21374476>_1J5Z1022_2223_1F_journal
tags: [Games art, Uni work]

---

###### tags: `Uni work` `Games art`
# <21374476>_1J5Z1022_2223_1F_journal
### Innovative Practice in Games Art (1J5Z1022_2223_1F)
### Games Art BA(HONS) L5
### Carter Burke
---

‌## Context

### What is innovation
Innovation is about producing a new product or service and pushing it forwards for customer consumption. Most of the time, it is something using technology or ideas that are not currently used in the market or if they are, very scarcley. From a games art perspective, innovation can include a variety of things, at the moment the main innovation is likely virtual reality. This is because it is a relativley new technology which is still being developed and isnt used on a large commercial scale yet, with most triple A games remaining with the traditional ideology of the on screen gameplay.
### Examples of Innovation
Innovation has always been present in games, in the past decade every year has brought something new or and interesting attempt at an experimental technique. One of the most noteworthy recent pieces of innovation is the Playstation DualShock controller, this allowed game developers to control the amount of resistance a player would feel when pressing the triggers and also control the haptics through things such as vibrations. The back of the controller also featured a light panel which could be used to communicate information from the game directly to players. This is effective innovation as they were all completely new ideas that shaped the design standard for controllers going forwards and raised customers expectations for products.

## Games Research VR
The use of virtual reality (VR) in games is innovative for several reasons. VR technology enables players to be fully immersed in a virtual world, creating a highly immersive and interactive gaming experience. Here are some key ways in which the use of VR is innovative in games:

Immersive Gameplay: VR provides a level of immersion that traditional gaming platforms cannot match. By wearing a VR headset, players are transported into a three-dimensional virtual environment, allowing them to perceive depth, scale, and spatial awareness. This immersive experience enhances the sense of presence and engagement, making players feel like they are inside the game.

Realistic Interactions: VR allows players to interact with the virtual world in a more natural and intuitive way. With motion tracking technology, players can use their own body movements and gestures to control their in-game avatar or manipulate objects within the virtual environment. This level of interaction provides a more immersive and realistic experience, as players can physically reach out, grab, and manipulate objects in the game world.

Enhanced Sense of Presence: VR creates a strong sense of presence, which refers to the feeling of being physically present in a virtual environment. Through VR, players can explore and navigate game worlds with a higher level of presence, feeling as if they are truly present in the virtual space. This sense of presence intensifies the emotional connection to the game and enhances the overall gaming experience.

### The Wanderer
The Wanderer is a VR game based upon time travel, the player lives in a dystopian future and gains the ability to travel through time, reliving significant moments in history and rectifying them. It is a puzzle based / escape room genre of game and experiments with how time travel would look from a persons physical point of view. I believe this to be an effective example of innovation due to its aims to replicate the experience of travelling through time in virtual reality. In a way, it's as if the player themself is actually time travelling back to these events and not just watching their character do so.

### Arise VR 
ARise is a video game that falls into the category of augmented reality (AR) puzzle games. The game was developed by Barcelona-based game development studio, Climax Studios, and was released for multiple platforms, including iOS, Android, and Microsoft Windows.

The game is designed to be played in the real world, with players using their mobile devices or AR-enabled headsets to view and interact with virtual objects and environments overlaid onto the real world around them. This creates a seamless blend between the real and virtual worlds, where players can manipulate the environment to solve puzzles and progress through the game.
### Wayfinder Activity
Wayfinder is a browser game in which your control your character with the movement of your mouse. You traverse a forest/field picking up nature symbols in order to build a series of poems. It leans heavily into the ambience aesthetic and represents time travel through past environments communicated with past events in poems.

My poem (Scuffle of feathered wings, the sound of snow, under a waning moon)

Wayfinder is effective because of a number of reasons. For one, the fact it is a browser game means it is very accessible and easy to begin playing. All you need to do is type its name into a browser and you can begin playing. Furthermore, the short playtime of 10-15 mniutes coupled with it's replayability through different poem generation each run allows for a fun, repeatable experience. 

## Research 

### What is Practice-Based research?
Practice-based research refers to research that is informed by practical experience and aimed at improving it. It is a form of inquiry that originates in the experience of practitioners and involves a close examination of real-world problems and practical challenges. Examples of practice-based research include:

- A dancer studying the effects of different warm-up routines on their performance
- An architect exploring the use of sustainable building materials in construction
- A chef investigating the impact of cooking techniques on the taste and texture of food
- A musician examining the influence of various practice methods on their musical abilities
- A teacher evaluating the effectiveness of different teaching strategies in the classroom.

I can use this method of research in order to inform my creative process and improve the decisions I make during development. I could consider how different idealogical approaches affect the creative outcomes of my work. Also, experimenting with different practical approaches and techniques with the aim of reflecting on how these choices change the outcome of my work. For example; how would this visualisation change if I took this idea into consideration during the creative process, what outcomes can I achieve if I apply different creative techniques. This is already achieved to a small degree when creating things such as thumbnails/silhouettes, creating multiple designs to inform an improved final design.

### Padlet Activity 
https://padlet.com/14cburke/time-travel-fdvm534wt4qjh8c4

Task - Create a padlet board and fill it with images that make you think of/remind you of time travel.

Through making my padlet, I have been given a few ideas on what i associate with time travel . From what I have gathered, I perceive it to be something that can be used to tell a story of a singular space. With multiple instances of a structure or organism being present in the same visual area

### Art Meets Method

Read Chapter 7: The Visual Arts - Visual Arts 
Based research Practices. from the book: Art 
Meets Method

### Loose Time Travel Ideas

![](https://i.imgur.com/HFoL04Q.png)

### Reflection
From the ideas generated here , I have an interest in the idea of ancient creatures being present in the same space as their future counterparts. However, due to my idea of time-travel occuring without a physical change in location, I am leaning towards the concept of a futuristic counterpart to a creature being present in the same place as the fossilised remains of its predeccessor.
## Developing a research question 

### What is a research question?
A research question is a question that guides the investigation of a particular topic or issue, serving as a framework for the collection and analysis of information. It helps to focus and define the scope of the research and provides a clear direction for the research process.

From an artists' perspective, a research question is a question that seeks to explore a particular artistic idea, concept, or phenomenon in order to gain a deeper understanding and potentially inform their creative process or final product.
### Writing a research proposal
A research proposal is a document that outlines a proposed research project, detailing the objectives, methods, and expected outcomes. To write a research proposal, I should follow these steps:

1. Identify a research problem or question: Start by identifying a gap in existing knowledge that I want to address or a question that I want to answer through my research.

2. Review relevant research: review to understand what has been done on the topic and to identify areas for further investigation.

3. Develop a research hypothesis or question: Formulate a clear research hypothesis or question that I want to test or answer.

4. Choose an appropriate research design: Decide on the best research design to answer my research question, such as an illustration, 3D model or environment.

6. Establish expected outcomes: Specify the expected outcomes of my research, including the results I hope to achieve and their significance.

7. Write the proposal: Organize my proposal into clear sections, including an introduction, literature review, methodology, expected outcomes, and conclusion.

8. Edit and refine: Review my proposal carefully and make revisions to ensure that it is clear, concise, and well-organized.

9. Get feedback: Share my proposal with colleagues, tutors or coursemates in the uni for feedback and suggestions for improvement.

---
### My Chosen Question

The question I am proposing is "Can time-travel be achieved WITHOUT physically travelling through time?
### How Can I Achieve This
Incorporating natural elements into the portrayel of time-travel can be an interesting experience. Some ideas to communicate this could be ; 

- How can time-travel be truly interperted?
- Two time existing in the same place 
- Relics of the past 
- the past and the present in one space
- a visual representation of progress 

### Research Proposal

My hypothesis is that time-travel is something which can be achieved through visual juxtopositions in a singular space.

---
## Subversion Versus Innovation

### What Is Subversion In Video Games

Subversion in game design is the subversion of common game design elements through conflicting uncommon design patterns that challenge the players' expectations.

Subversive games design is closely linked to the concept of 'recursive learning'. This is a circular process of restructuring and adjusting prior experience patterns through experiences of constructive dissapointments and confrontations. The two work together through the subversion of common games elements which will challenge the players expectations built by previous experiences.

At the core of a video game , recursive learning is always present due to the fact that failure and learning is an integral part of the games experience. Which is why subversion is so effective as it challenges and key component of the structure of games for a player.

---
### Case Study
In the study 'Transformative by Design? Subversive Game Design and Player Research' this theory is considered and two research questions are proposed ...

"How are patterns in games designed to challenge 
the players' expectations without 'breaking the 
magic circle' or reducing the players’ enjoyment?" 
(Focus: design)

"How do players interpret the shift of common 
design patterns and how do they reflect on the 
reverse structure of known game paradigms?" 
(Focus: player experience)

To tackle these questions , they created a 2D scroller game called 'Afterland'. The key components of this game include a house in the woods which the player slowly fills up with old relics found in the forest over time while fending off enemies .

After applying the idea of recursive learning , they identified the parts of the game that were seen as common aspects. These were the "collection" of items being the main goal of the game and being attacked by "enemies". To subvert this, they had the items collected be broken and dirty , slowly accumulating trash in the players house. The enemies were also made to be the players friends , the health bar shown would decrease when they looked at the player. However , the health bar actually represented the anxiety of the other characters. The goal of the game then shifted to inviting these friends into your home which hopefully you have cleaned.

---
### Player Feedback 

Over 43 interviews were conducted discussing the results of this experiment, these interviews showed that only 1 out of 10 players reported having tranformative learning experiences through playing 'Afterland'.

With the more experienced gamers finding it more difficult to react to and notice different patterns in games as they made less mistakes in which they had to change their thinking. Contrasting this , the less experienced players died more often accidentally, leading them to adjust strategies and try new things which ended up in them discovering the different strategies. 

Most players understood the twist of needing to clean their house yet only a minority actually cleaned it . Only those that died realized the twist on enemies and only half of the players were able to overcome their recursive experiences and develop new strategies.

Overall, what this shows is that as a whole, subversive games design is effective in overcoming and encouraging the challenging of recursive learning for players. More experienced players whom are focused n "winning" are less likely to question their beliefs and experiment with new strategies.

---
## Existing Literature On Question 

### Mental Time Travel

LSD (Lysergic acid diethylamide) can cause the perception of time travel by affecting the brain's serotonin receptors, particularly the 5-HT2A receptor, which plays a role in regulating perception and cognition. LSD can distort one's sense of time, leading to experiences of time dilation or time compression, where minutes can feel like hours or vice versa. Additionally, LSD can cause changes in the brain's default mode network, leading to alterations in one's sense of self and the boundaries between self and the external environment, which may contribute to a feeling of timelessness or transcendence.

The study "Decreased mental time travel to the past correlates with default-mode network disintegration under lysergic acid diethylamide" found that taking LSD (Lysergic acid diethylamide) led to decreased ability to mentally travel back in time and remember past events. This decrease in mental time travel correlated with changes in the default-mode network (DMN), a set of brain regions involved in self-referential thinking and mental time travel. The study suggests that the disruption of the DMN may contribute to the subjective experience of altered time perception and the dissolution of the self that is often reported during LSD experiences.

In summary, the study found that while LSD was found to decrease the ability to recall past events, it did alter the users ability to percieve time. This is interesting as it presents me with the idea of not moving the player backwards in time, but altering their perception of time and reality in order to bring the past forwards. This is something to consider moving forwards.

---

## Mobile Multiplayer Games 

### Pokemon Go 
Pokemon Go (2016) was the first major game to be released onto mobile which incorporated AR into it's core mechanics. Pokemon Go is a game in which players catch pokemon by walking or travelling around anywhere in the world in order to find them . Once they are found , the player enters an AR interaction in which they thow a pokeball at them to attempt to obtain them.
Everywhere in the world has differing pokemon based on climate/location and geographic landmarks like lakes or deserts. This means that there was a sense of realism in that the pokemon would be found in the areas that make sense to them contextually.

### Why are mobile games succesful innovation
Mobile games are succesful innovation for a multitiude of reasons. For one , developers took a device that was primarily used for simply calling and texting and gave consumers a completely new option on these devices that was never seen before.
Mobile games are able to make use of all the devices available on the phone, such as; a camera, vibration settings, sound sensitivity, sound output , camera flash, gps technology, health and motion sensors and many more. All of these uses can be incorporated into games and be utilised to have effects never seen before the making of mobile games.

### Why was Pokemon Go succesful 
Pokemon Go was one of if not the first mobile games to integrate worldwide map technology and GPS tracking into their concept. Every part of the world was mapped out and it encouraged players to get outdoors and visit buildings/landmarks for rewards while searching for pokemon.

Furthermore , the timing of the game was very convenient as it came just before the global Covid-19 pandemic. As workplaces and industry closed worldwide, many people looked to Pokemon Go as a reason to travel outdoors and socialise again.

---

## VR Workshops

During the workshops dedicated to VR , I had my first hands on experience with the technology and was thoroughly impressed. Shortly after this, we had a workshop figuring out the basics of developing a VR based scene in Unity . Through these experiences , I have an increased interest in the idea of utilising VR elements into my project.

## Concept Art

### How is this time travel / innovation
My work fits into the theme of time travel as it displays two instances of different times occupying one space. It is a piece that uses VR in order to innovate the core concepts of viewing games art. In this way, the viewer or player can enter the art and walk around it to see every corner of the piece rather than the 2D view or screenshot that they are normally given .

### Rover Moodboard
![](https://hackmd.io/_uploads/rJswcsCN3.png)

### Reflection 
So for I am enjoying the idea of modelling out a scene based on another planet. My plan is for the time-travel to be represented by sets of bones jutting out of the ground while a hyper-futuristic version of that animal (likely a fish) is floating in the sky in the background of the scene. To solidify to the player that they are on another planet seperate to earth, I will be giving visual signs such as oddly coloured sand and geometry and include a rover to make it obvious to the player that they are oart of an explorative expedition.
## Rover Model 
![](https://hackmd.io/_uploads/SyG_eT0N2.png)

The purpose of the rover is to add to the story and/or context of the scene. If the player is placed in a random enviornment with bones and sand they would'nt think much of it. However, with the addition of the rover it becomes obvious that they are on a different planet with the motive of research/exploring. 

![](https://hackmd.io/_uploads/rJt7W6CEn.png)
I wanted to keep the colours on the rover clean so that I could make good use of the basic geometry . I added etailing with pipes to the underbelly and wanted it to give the feeling that it was transporting cargo and/or would be able to sustain a crew hence why I added the doors on the back along with the storage crates on either side.

---


## Shark Model
![](https://hackmd.io/_uploads/SJB1KoCNn.png)

I decided it would be best to complete this model in sections and combine them later. To begin with, I produceda few unique sections at the end of the tail until it transferred into a modular setup where I simply duplicated eahc section and increased an aspect such as the fins or the size each time. By doing this, I have ensured that the tail transitions seamlessly into the main body as it grows in scale.

---

![](https://hackmd.io/_uploads/HJBLYsCNh.png)

Finished off the mesh after constructing the body , wanted to keep in line with the low-poly theme I am going for so the majority of the mesh is composed of hard geometry and bevels. I was going to add depth via scultping but as this will be a background piece in the scene I felt it better to keep it simple .

![](https://hackmd.io/_uploads/B1bRYsRVn.png)

---

### UV Mapping 

This project will follow a low-poly art style, therefore, I will be sticking to flat colours or colour ramps in maya for my objects. This is because I can create a clean look with the chosen art style that will flow nicely. Because of this, I will be using the automatic UV mapping tool for most of the scene if not the whole thing, as there is no need for complex UV's while using flat colours.

## Terrain building 

### Blockout
![](https://hackmd.io/_uploads/rkHS5jMS2.png)

---
### Floating Platforms 
![](https://hackmd.io/_uploads/BkEU_sRNh.png)

---
### Rocks
![](https://hackmd.io/_uploads/rySvk3zHn.png)

I needed to fill out the scene with some verticality so I modelled some low-poly cliffs and floating platforms that I could use as modular pieces throughout the scene.I had to make sure these were UV'd properly as the large surface area can easily go wrong when the lightmaps are baked.

![](https://hackmd.io/_uploads/S1dmzZNS2.png)

Also went on to make some smaller rock geometry to scatter throughout the scene . I tried to use Mash FX placer node to scatter small ones throughout the scene but for some reason this kept crashing my maya so I had to scrap this idea.

---
### Rain check 
![](https://hackmd.io/_uploads/H1g0siMSh.png)

After some evaluation, I decided that the layout of the scene wasn't working well. So I rearangged the theme to allow for the player to have more space to move and to further emphasise the foreground and background.

## VR Scene Construction 
![](https://hackmd.io/_uploads/SyYICoGB2.png)

After correctly laying out my geometry and messing around with camera angles, I had finally came to a point where my scene was satisfactory. The floating platforms and rock geometry add significant depth to the scene and help to build on the previously existing terrain. I have made use of a skybox from a asset pack I downloaded from the unity asset store in a previous project. I would have liked to make my own but I spent most of my time producing the rover and mecha-shark models so I did not have the time avaialable to me.
Before taking this to the next step of post-processing, I ran a test render and found that lots of my geometry had overlapping UV's so I went back to maya and fixed all of this.

### Hand Animations 
![](https://hackmd.io/_uploads/BJ5mHlXH3.png)

Instead of the default controllers provided by the unity vr pipeline template, I decided to import some hand models and use the XRI toolkit to code in animations for those hands. 
As a result of this, I now have a pair of hands that the player use to add the the immersion of the scene. Using the controllers , the player will be able to influence the movement of the hands to do things such as grab or pinch, in a way that gives them relativly full control of their hands .

During this , I also added in the character controller in order to include collision in my scene so the player doesnt just fall through the world.

---

## Post FX 
![](https://hackmd.io/_uploads/rkqATozSn.png)

![](https://hackmd.io/_uploads/B1Ttx-4Hh.png)

![](https://hackmd.io/_uploads/HJW2Q4rr2.png)


For me , post-processing was the most important part of the scenes composition, it allowed me to completely alter the colours of the scene and enhance the lighting .
I used it to make sure the scene was obviously a different planet with the red sands and purple-ish rocks . 

Various affects were utilised, such as; colour grading, ambient occlusion, baked lightmaps to name a few. I also labelled the geometry as 'water' so that light would diffuse from the surface smoothly and add to the low poly theme.
Before post-processing was used, the scene looked undersaturated and washed out. It also looked like a fake scene where as it now has a clean and healthy tone to it that makes it a pleasurable environment to experience in VR.

---
## Composition 
When choosing the layout of the scene , I wanted to focus on my focal point. I hope that your eyes are drawn initially to the rover and then along the floor towards the bones in the foregrounD . Ideally this would draw the viewers vision to the bones just behind them in the background and then to the mecha-fish inthe sky in the distance. 
My idea is that this will tell the story instantly, that they are exploring an unknown planet and that these fossilised remains belong to the ancestors of the creatures they see shortly after in the background.

---
## Evaluation 
Overall , I feel my VR scene has successfully made use of innovative games art practices in order to communicate the theme of 'Time-travel'. I took inspiration from pre-exisitng papers for my project and made sure to research innovative practices thoroughly to decide which technique I would make use of. 


Throughout this project, I have made informed decisions towards design choices which have streamlined my workflow; I have created well structured and modular geometry which can be used in projects going forward , I have taught myself how to code in VR character movement and collision settings and will be looking into how to allow the player to interact with their environment going forwards. 
I have made use of new techniques such as 'Post-processing' in order to massivley improve the quality of my 3D art and will be looking to focus on developing these skills in the future.

## Reflection 

If I were to do this project again , I would try to decide on my tehcnique faster so that I could gain more skills early on to use in the work . I would have liked to create interactable elements in the game that the player can pick up and experiment with ideas from there onwards.

I would also like to manage the time I spend researching, as I feel my research could have been simplified so as to not take up so much space in my journal which would give me more time to focus on my practical experimentation.

---

## References 
- Anon, (n.d.). Subversive Game Design and Meaningful Conflict – MIT Game Lab. [online] Available at: http://gamelab.mit.edu/research/subversive/ [Accessed 28 Feb. 2023].
- Strassman, R., Wojtowicz, S., Luna, L.E. and Frecska, E. (2008). Inner Paths to Outer Space: Journeys to Alien Worlds through Psychedelics and Other Spiritual Technologies. [online] Google Books. Simon and Schuster. Available at: https://books.google.co.uk/books?hl=en&lr=&id=j14oDwAAQBAJ&oi=fnd&pg=PT11&dq=time+travel+through+psychedelics&ots=9YNcdjvHlC&sig=ZtGDTM1iMH8eUuohSYEj2VpMjHk&redir_esc=y#v=onepage&q=time%20travel%20through%20psychedelics&f=false [Accessed 28 Feb. 2023].
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- Mitgutsch, K. and Weise, M. (2012). Transformative by Design? Subversive Game Design and Player Research. [online] Available at: http://gambit.mit.edu/readme/chi2012_Submission_Mitgutsch_print.pdf [Accessed 28 Feb. 2023].
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- www.youtube.com. (n.d.). Maya Tutorial: MASH Quick Rock Placement For Environments. [online] Available at: https://www.youtube.com/watch?v=0-_bIeBD8EQ [Accessed 13 May 2023].
- www.youtube.com. (n.d.). How To Create Low Poly Rocks In Maya | Ep. 2 Simple Rocks and Stones. [online] Available at: https://www.youtube.com/watch?v=8LUTku3AN50.
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