Whilst there are several other virtual art galleries, many lack the ability for the user to walk around at their own pace, mostly displaying a picture taken from within the gallery and giving the user arrows to allow them to see the next picture. Art galleries that did allow the user to walk around looked very bland, most of them having four, grey walls that display one or two pictures each. From this we believe that we can give users and interesting and memorable experience by allowing them to walk inside of an environment that is completely unlike anything that is already on the market.
The Courtauld Gallery:
This is an example of a virtual art gallery that the user cannot move around in. This art gallery is comprised of pictures of the real-world museum, edited together whilst allowing the user to pan the camera from a fixed point in several directions. The advantage of a virtual art gallery such as this one would be that it is an exact representation of the real-world gallery. The only major disadvantage to this kind of art gallery would be that it lacks user interaction, the user can’t walk around the gallery like we hope to achieve and the only interaction is the arrows to pan the camera.
3D City World
Unlike the Courtauld Gallery, the galleries made my 3D City World are much more interactive. In these galleries, the user can walk around at their own pace, using the WSAD keys in order to explore the gallery at their leisure. This type of gallery is much more similar to the one we intend to create, however this gallery is mostly confined to pictures on white walls, with only the skybox to add visual interest. We intend to make our gallery much more visually interesting, whilst providing similar levels of interactivity. One of the cons to creating a gallery like this, however, is that you would sacrifice realism in order to make the gallery more interactive.
Below are some examples of asset sheets that would be used as a visual representation of a game character. One of the main things to consider when creating an asset sheet is to make the images look as appealing and interesting as possible. One of the ways that this can be accomplished is by linking the background for the images into the overall theme of the project.
This would be an example for one of my assetst that would be used in my current art gallery project:
I intend to create an art gallery for Doncaster College that will provide a life-like resemblance to the actual building. The main purpose of the art gallery would be to display the works of the fine art students, giving the users detailed information about each piece with the option to buy each individual piece. The platform that would be used to walkthrough the gallery would be web based, using the unity 3D engine.
One of the main criteria that my gallery would need to fulfil is a definite resemblance to the college, giving users a feeling of familiarity if they have been to the building before or an accurate resemblance for those who haven’t. The client has explicitly stated that the gallery must be as realistic as possible, making any fantasy themed galleries off-limits (such as my initial plan).
Following the explicit requirements of the client, I will create an art gallery resembling the second floor corridors, including assets such as animated doors, fire extinguishers, card scanners that function as door locks, bins and photo frames.
As far as user interaction is concerned, I intend to have a “guide” that would function as the galleries curator. Rather than being a 3D model however, I intend to have the curator a 2D drawing attached to the GUI, displaying a small speech bubbles with information for the user. After the initial zoning in of the player, this would only happen when the user would click on a large question mark icon when viewing a particular art piece, showing information such as the artist, date of creation and the price of each piece if asked. If a user wishes to buy a particular piece of artwork, they will be redirected to a secondary website, allowing the user to confirm their purchase.
Upon further planning, I have decided that my gallery will still take the form of a corridor, however unlike my original revision, this gallery would have four rooms leading off from the original corridor into classrooms, also displaying artwork in each of them. I have decided that this would be much better due to the fact that it would represent college more, along with making the experiance much more interesting for the user.
My initial idea for my virtual art gallery took place mainly outdoors in a grassland environment, this idea however would be too much unlike college for the purpose that it needed to serve. My revised plan for my art gallery will be an extension of my corridors that were already in place, keeping more of the college feel by adding the logos, posters and card scanners that would be seen in the actual building.
This is the part of my gallery that represents the college most in my original plan, so I would expand this section, adding more doors and corridors, along with remodeling the photo frames to fit in with the new theme of the gallery.
Some things that I would need to include in my revised gallery would include:
- Card scanners
- Fire alarm
- Ceiling lights
- Fire extinguishers
Practice model of a shield, UV mapped using plannar mapping with lambert material.
The mapping could have gone better, some UV vertex are slightly out of shape.
For our controller, we decided to create an arcade stick for uses in fighting games. Currently, these would only be used by the hardcore fans of the genera, leaving the more casual fans of fighting games to play using their default gaming controllers.
We wanted to change this, creating a controller that would be user friendly, comfortable and easy to use, providing benefits for both newer and hardcore players of fighting games.
What we would want to include:
- Padded underside – This would allow more comfort to the player whilst resting our controller on their lap or knees.
- Simple design – We don’t want to scare off potential new players to the genera who would be scared off by anything too complex, the more simple the design, the more effective it is.
- Clearly labeled buttons – We would want to give clearly labeled buttons for the newer players, saying things such as “kick” or “punch” rather than giving them a letter that they would probably not understand at first glance.
- Table stand – We would have a table that would fold out from underneath the gaming pad, allowing it to be played whilst resting it on a table.
- Built-in touchscreen – This would be our USP, the reason why people would be interested in our gaming pad, rather than any other makes or models. We would have a small, touch screen built-in to the left hand side of the controller, allowing people to view in-game leader boards browse the net whilst looking for an opponent, or a feature that the hardcore audience might be attracted to, a stat tracker that tracks anything from their personal win-loss ratio, or the amount of attacks that they blocked or dodged that round.
Halo 4 features a fully diegetic UI in the form of looking through the characters helmet visor. As the character and the player both look through the visor, it is clear to both of them how much ammunition, shields and health they have, along with a mini map representing the characters built-in radar. Another example of diegetic UI would be the ammunition displayed on the gun itself, located just under the scope.
In contrast to Halo, Dark Souls features an almost entirely non-diegetic UI. A non-diegetic feature of a UI would be something that the player can see, but the character can’t. The health and stamina bar, inventory and prompt to rest at the bonfire would all be examples of a non-diegetic UI.