Tuesday, 12 November 2013

Model environment Setting 100 years on

http://gamedesignplanet.com/members/free_archive/JPG/Hardening_Lava_02.jpg

This texture will be used for the purposes of this projectile object

debris from the shattered meteor created using the rayfire demo

my meteor like object which shall fall from the sky onto my building
As my map features a volcano, I have opted for a 'Pompeii' Styled environment. I wish to have a piece of volcanic debris fall onto my structure, smashing through sections of it. By adding smoke and fire effects to my meteor like object as it falls from the sky onto my building, I can do the following

Position player within Crysis to walk onto a proximity Trigger
When activated, the proximity trigger will make the meteor like object fall on the right angle onto a section of my building, scattering debris all over.
I can add sound effects within cryengine as well as particle effects for a fireball/blazing trail as well as smoke.

I have it envisioned in my mind..however having

Wednesday, 30 October 2013

Getting Back into this project..

me in hospital with a severe case of glandular fever - (the reason my blog is so empty up until this point. Dont worry this will be changing very quickly now im able to sit upright for short periods of time rather than being stuck in bed constantly)

After 5-6 weeks of being in and out of  hospitals, I have gained enough energy now to be able to sit upright for about 10 minutes or so at a time at the computer - as the UNSW student central allowed me an extension - this project for me is now due on December 16 2013 - considering I spent 5-6 weeks in and out of hospital, I didnt get the same amount of time everyone else did and so I feel this will allow me to get back on track and finish what I started.

Last night I began doing some basic modelling changes to the barcelona pavillion - I have made the stairs cut and chopped away to appear as if over time the concrete has collapsed and crumbled. Im far from finished this small section - but I felt it was a good start back all things considered.

Monday, 7 October 2013

Week 1: Research into the Barcelona Pavilion

Before beginning to deconstruct this model physically, I felt it was necessary to study all aspects of this building from the ways it was constructed, to the materials used and the concepts behind its creation.

From what I have researched thus far, The Barcelona Pavilion was designed by Ludwig Mies Van Der Rohe during the peiod of 1921928-29. Mies Van Der Rowe only was given one year to construct what would eventuate to be a landmark and cornerstone of modern architecture for the rest of time.

CONCEPT:

The concept behind the Barcelona Pavilion was to design a building which blended both the inside and outside spaces seamlessly, forcing one to have to move through the building rather than going around it. The Commissioner, Georg von Schnitzler said it should give "voice to the spirit of a new era", and thus Mies Van Der Rohe achieved this concept with the realization of the free plan design and 'floating room'. [http://en.wikipedia.org/wiki/Barcelona_Pavilion#Concept]

MATERIALS:

The materials used to construct the Barcelona Pavilion primarily consisted of Plates of high-grade stone materials like:
- veneers of:
       - Timos Verde Antico Marble
       - Golden / Red onyx
       - Tinted glass of grey, green, white, as well as translucent glass, perform exclusively as spatial dividers.
- Travertine
- Concrete for the slab beneath the marble tiles.


In addition to the design, the materials are what give the Barcelona Pavilion its true architectural essence as well as the ethereal and experiential qualities that the pavilion embodies.  The pavilion meshes the man-made and the natural employing four types of marble, steel, chrome, and glass.  The marble originates from the Swiss Alps and the Mediterranean.  Mies’ implementation of the marble is created through a process of splitting, called broaching, that creates a symmetrical patternization that’s found in the marble.  However, the most used material is the Italian travertine that wraps the plinth and the exterior walls adjacent to the reflecting pool.  When exposed to the sun, the travertine becomes illuminated almost as a secondary light source that dissolves the natural stone and washes the light over the space.  The travertine’s inherent luminous qualities as well as Mies’ seamless employment of the material over the plinth adds to the dissolution of spatial demarcation transforming the pavilion into one continuous volume rather than two separate entities.
[ http://architectureassociate.blogspot.com.au/2012/12/barcelonapavilion-commentary-thesite_7943.html]


CONSTRUCTION

"In reality, the Barcelona Pavilion was a patch-up structure. Technically Mies was unable to erect the pavilion as a pure 'Dom-ino' structure; the eight cruciform columns alone could not support the roof and a number of extra columns had to be lodged in the double-skinned marble screens to help carry the load. But this makeshift structure did the job Mies asked of it and the plan remained inviolate. He pursued the idea in his model house at the Berlin Building Exhibition of 1931,..."
— Frank Russell, ed. Mies van der Rohe: European Works. p20.

This paragraph taken from [http://architectureassociate.blogspot.com.au/2012/12/barcelonapavilion-commentary-thesite_7943.html] defines this structure very nicely. The entire building was created from skinned exotic panels - it allowed for the quick construction of the building as it was only meant to be a temporary structure.

Friday, 13 September 2013

SUBMISSION

Files: http://www.gamefront.com/files/23694009/3332502_DANIEL_JOSEPH.zip

Strategy Statement

The concealment of my two characters 'H 2' is represented throughout various points on my custom Island I have made. The inspiration for my island came from the concept of  Mount Vesuvius at Pompeii. The devastating Volcano destroyed the entire civilization when it errupted, leaving nothing but remnants of a distant past behind. In this level, I have attempted to create a similar notion, using particle effects of smoke and fire to depict the volcanic erruption at the tip of the Mountain, whilst using a proximity trigger and shake to cause tremors throughout the island in certain spots. To add to this notion, I have created a custom texture for my lava, which moves throughout the island.

My 5 depictions of H2 are seen clearly throughout the island. As stated below in my blog, I have 5 variations, all of different size.

1. The largest is the H2 created from rock masses halfway down the volcano. This can be viewed from the top of the volcano or from a distant height, which I will show in my video.

2. The next biggest is the flowing lava down the side of the volcano. Whilst walking up the side of the Mountain it cannot be viewed, however, once standing upon a rock platform, the two characters become very obvious.

3. As we continue the H2 gets smaller. The next one is seen at the end of the volcanic lava stream, conveyed through the placement of rocks within the lava stream. Just as remnants of Pompeii have lasted throughout time, so do these volcanic Rocks which protrude the surface of the lava.

4. The next H2 is seen through the placement of logs within the forest section of the environment. The Logs are there to demonstrate the constraints of time within nature. Although the trees have fallen, they have left behind a portion of their existence.

5. The 5th depiction of H2 is seen in the ruins which lay upon the side of the beach. Once an Ancient civilization, these ruins lay as a memory to the once mighty race who lived there. The H2, seen on the ground with tattered papers, allows one to see into the distant past. A memory of what used to be.

5 different Views of H2






Tuesday, 10 September 2013

Proximity Trigger

Today I used a Proximity trigger to cause a shaking at the top of the volcano. By doing so, it allows for a more realistic erruption to take place.