Space is an important element when considering animation. The position of a form is relative to how it is being seen within the environment and when designing a space it brings consideration of its function.
Comparing Gme with Moving image (animation)
The common points between them are that they both amuse, they follow rules, they can be used in animation, they can be a form of expression. Their differences rely in how they involve the people or players, their level of interaction and the boundaries.
Game is an activity that engages to play while moving image are director vision.
Narrative, act and events and stage and environment are three related design elements of games which have a particular relationship in this media:
- Narrative determines theme and/or style
- Stage and environment: a successful stage can be determining in how well are the environment supporting the story, making it convincing and enjoyable. it includes the level, route of the game; the aesthetic; theme and style that drives with the narrative; and the environment that can put into part of the “play” (the action to use for engaging a game, which is the player’s unique behaviour)
- Act and Event which defines the major act, communicates the narrative, helps with the choice of pose, sets up the scenario and help express the emotions.
The narrative for architecture is particularly enhances in game and anime: games and animes often demonstrate a better way of resolving architectural ideas, because the foundation of their narrative often require spatial referencing, so the narrative can be integrated just within a context. Moreover the advantage of these media can express the form of narrative, the idea of affecting our thinking on architecture with entertainment. There is also a potential in exploring almost unlimited restriction in architecture still containing logic.
Digital space for game design (breaking the boundary)
The user is a determining figure when designing a digital space: game space goal is serving well its rule of play and narrative. The boundary of the space is determined by the game genre. Inputting the configuration and function of architectural thinking in virtual space can strengthen this relationship and deepen the degree of immersion. Directors have the opportunity to control the vision with a unique perspective.
Passive animation in environment
The following is an example how how an object even if is being subjected to an action without producing a reaction can be important to create the narrative and staging of a scenario.
3D artists were challenged with the Alternate Realities CG challange. A basic animation was provided for everyone to work from, and the results were stunning. 2,400 artists delivered, the top 100 were chosen for this montage.
The whole animation revolves around the main act, the background and the animated background element which helps supporting the scenario, these elements bring the whole scene to life.
Collaborative Project
Narrative, act and events and stage and environment for our VR game where elements I had to reinterpret as the project developed since I always worked with a moving image perspective following a director vision. For VR we can still visualise a scene, but instead of objects being defined relative to the frame, we define them relative to the audience. This was an aspect I had to deal with especially when I have created the storyboards.