Workshop: Collaborative Seminar

Summary

  • What is it? A VR Comic adaptation of artist ‘False Knees’
  • What is its purpose? To entertain audiences with blunt and existential humour.
  • What are the key features? A player is interacting with two seagulls differing in personality and follows them as they converse through a day at the seaside.
  • Role assignments and group responsibilities? Yiran, Callum and Lin are all working on the Virtual reality and unity scriptwriting elements of the project, me and Marianna are doing modelling and character animation.

Achievement

  • Concept- what is its novelty? It provides a relatively unexplored area of virtual reality experience that is not inherently related to games/ gameplay and provides a more accessible way to experience using VR.
  • What is driving the narrative? The comic-inspired dialogue and interchanging environments.
  • What is the Development Process? Developing a relationship between comic art and virtual 3D space in relation to experiences
  • What is the practical scope? Due to the 3D nature of Virtual reality and 3D animation, there is a pre-existing understanding of workflows and pipelines that require both animation, modelling, and game engine scripting in order to be a finished piece. This collaboration exists in industry-standard practice.

Target Audience

  • Who is the work aimed at? Young adults who enjoy comic humour
  • What aspects of the work have been chosen due to this? There are elements of language that targeted an older audience, however, contain elements of culture more likely to be understood by a more recent generation.
  • Why have you chosen this target audience demographic? it is much easier to gain access to and converse Ideas with people within the 18-25 age bracket due to the nature of the university experience. This also means that our group has a shared understanding of the humour involved, and cultural references.

Technical

  • What techniques are you and your collaborators employing to achieve your goal? We are trying to integrate as much use of virtual reality technology as we can, which includes changing narrative planning such as storyboarding in 3D space. We have also been modelling and animating with more game-like thought processes, keeping things lower poly and animating in loop cycles.

Plans and Timelines

  • What is your timeline for the finalization of your project?

  • How will you test aspects of your project as you progress? Every week we have been having group meetings, in which the VR students bring their own headsets and equipment for us to preview the progress of collating all the scene files together.

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