Interactive Environments

Hull Docks 1900

Page 1

Page 2

Page 3

Week 6

I modelled a shed that was used at the side of the docks

The UV Map for the shed roof.

UV Map for the supports.

UV Map for the sign.

Week 5

Started to gather lots more research so that I could start modelling. I also wanted to find things from the time maybe posters and images, this was so I knew what kind of style was needed when modelling and texturing. What I decided on was textures that looked very far from perfect, and even a lot of handling damage as a lot of the items and materials where dropped and would gather handling damage, a lot of the metal items where also quite rusty.

The Francis Frith Collection was a great find and has really helped piece together much of my research. It also helped me to see some of the incredible architecture of the buildings inside and out.

View the gatherings

Week 4

In our group we set up a series of folders so that files could be easily managed and set up a Blogger so we can log updates and discuss ideas.

http://gddp.blogspot.com

Decided use of the Hull School of Art and Design forum where we can set up a To Do List is appropriate. Arranged plans and put together some research we have found.

We also exchanged contact information for emergencies.

I started on a chain texture that will be used on a plane with an Alpha Map.

Week 3

We managed to find an Unreal Runtime that we could use that had all the weapons removed, it didn't have all the textures and models but we are doing these ourselves so it wouldn't be needed exactly. Started gathering pieces for a research document.

Week 2

This week we decided on how things would work who would do what and what would be done.

We decided that we had to get rid of all weapons in the Unreal engine we would be using to produce this so that it kept the right mood.

We also spoke about peoples strong points and highlighted them so that we could focus more on our strong point while still attempting new things.

Week 1

We started this week been given the brief of what was to be done and deciding how we would tackle it.

 

Module Description

The module considers the extent and breadth of the relationship between physical and virtual space, and interaction, within the context of gaming. It provides the student with the opportunity to explore and utilise a variety of interactive environments, encouraging conceptual thinking and innovation.

Syllabus

The module introduces and speculates on a range of interactive games environments. It considers a number of different spatial environments, and the concepts that underlie these spaces. Topics may also include interface devices, interaction paradigms, aspects of gaming, user/audience targeting.

The student will then plan and produce an interactive game environment that utilises virtual space in terms of concepts and user experience.

Teaching & Learning Methods

This module is studio based, with an emphasis on responsive, student-centred experiential learning (including peer group learning). A range of teaching and learning methods are utilised including briefings, seminars, workshops, group critiques and individual tutorials.

Assessment

The learning outcomes will be assessed through:

The completion and submission of a interactive game environment and appropriate planning (weighting 100%).