Here is the link to my Atlas for World Building: Child’s Eye

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Atlas:
The atlas of the Nexus will be carved onto the stone that makes up the tower player builds. It will take the form of ancient Mayan hieroglyphic, and player will decipher this symbolic instruction one by one each time he builds up his tower.
Atlas:
My atlas will be a digital book- presumably in a flash app. It will describe the legend of the town as well as go into the details of the areas and the daily lives of those who live there.
Unity Component 1:
A world with four different portions of the environment- the lake/entrance, the courtyard, a residence, the forest/caves. Each is very simple and meant to give a sense of the environment in that area. Two of these areas are essentially finished already and would only need to be polished and refined. There will also be interactivity at least in the lake, but possibly in other areas in minor ways.
Unity Component 2:
The inside of the residence will be saved out separately and set up to work at ICT. It may have some light triggers (like audio triggers) but will otherwise not be interactive.
Milestones:
Week 10: Write the content for the atlas- describe the areas and the world in detail as if found in a book. Revisit the lake and courtyard models and connect them in one Unity file.
Week 11: Have basic models for the forest/caves area as well as the outside of the residence.
Week 12: Implement digital application for atlas. Begin adding interactivity and sound to world.
Week 13: Have Unity Component 2 finished (create a model of the inside of the house and add interactivity as necessary).
Week 14: Have Unity Component 1 and atlas finished (polish and finish up world. Add images of the final areas to the atlas).
According to Wikipedia, an alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants’ ideas or actions.
As the popularization of Smartphone, ARGs became more accessible to public, and attempts to explore the potential of this unusual play-form are increasing, mostly lead by small ARG game community, academia and game festivals like Come Out & Play and upcoming INDIECADE. However, there is another field that ARG is actively played and exercising its effect to the public; broadcasting. In this article, I would like to introduce some of those projects worth be highlighted, done by Korean variety TV show Infinite Challenge.
Infinite Challenge (a.k.a. Muhan Dojeon or Mudo; Hangul: 무한도전), is a Korean television entertainment program, that is the top free-to-air on Saturday evening, and also the most viewed non-drama program in South Korea every week. Although it follows a similar format of challenge-based Reality Television program, the challenges are often silly, absurd, or impossible to achieve, so the program takes on the aspect of a satirical comedy variety show, rather than a more standard reality or contest program. It occasionally shows its 7 hosts trying to achieve certain goal following set of rules within the virtual world layered upon the real world, and some of them are worth a notice.
Below are the internal and external sketch of the Rooms Mansion.
The Rooms Mansion is consisted of buildings made out of sliding room puzzles surrounding the central corridor. At the center of the corridor is a huge statue of Moriatti holding a model of earth made of puzzle pieces in triumph. Up on the ceiling is the artificial imitation of sky which changes over time.
As soon as a guest enters the Rooms Mansion’s front lobby, the entrance door slides up to the attic. The guest should solve all the puzzles in the mansion in order to escape. As a guest makes progress of the puzzles, the mansion transforms itself, revealing a path to the next building.
The structure of Rooms Mansion at each stage corresponds with the life of its creator Moriatti. At each stage, the mansion tells the story of Moriatti at certain age period through murals and texts in the mansion’s interior.
The possibility space is the central corridor, which transforms over time from circular to rectangular. As the shape of the space changes, the visual relationship between the statue and the space also changes. The circular corridor represents Morriatti’s childhood full of pure curiosity. The triangular corridor represents the dynamic adolescence of Moriatti. The rectangular corridor represents Moriatti’s stable middlescence based on his achievement. Later, however, for some unexpected event, the statue in the middle of the corridor falls into the lobby building, creating a path to the attic.
X – Entrance / Exit
N – Node : Buildings made of puzzle rooms
L – Landmark
P – Path
As soon as a guest enters the Rooms Mansion, he gets completely separated from the real world.
The Rooms Mansion stands on a high hill, made out of mixture of puzzle pieces like cubic fragments of buildings, huge tooth wheels, clocks and etc. In this world, even clouds in the sky are sliced into puzzle pieces.
A guest can see a village far below from the hill, but it seems like no can see nor hear from this far.
External Boundaries:
Visitors enter Scryptyria through the pages of a book. So outside of the world is a path from every book in the world. When a visitor leaves, he or she is transported back to the book that transported him or her there. If an author chooses characters or words to bring back outside of Scryptyria, they will accompany the author there. In the real world, the characters and words are invisible to everyone but the author who is writing about them. Once they have been written about, they must return to Scryptyria.
Rooms Mansion is a fictional building consisted of sliding puzzles.
There is a legend about how the Rooms Mansion came to be what it is today. Back in 17th century, there was a legendary puzzle maker Baron Moriatti. Like Mozart in classical music, Moriatti was the most respected figure in the field of puzzle making for his genius in creating and solving any kind of puzzle that existed. However, even he had one secret that he could not tell anyone else. It was the existence of the Unsolvable Puzzle, which is the first puzzle he made in his childhood. Every night, he locked himself in a small room somewhere deep in his mansion, and struggled with solving the puzzle. As time goes by, his obsession to the puzzle grew abnormally, consuming his life and once-bright insight. One morning, his mansion utterly disappeared along with Moriatti himself. According to the legend, the mansion haunted by Moriatti’s ghost is still looking for a person, who will solve the Unsolvable Puzzle.
While he locked himself in his mansion, Moriatti remodeled the entire mansion to be a huge puzzle. As well as the each room of the mansion, the whole building itself became a huge sliding puzzle. Every rooms and walls are designed to be able to be slid. A stranger can either find a hidden space somewhere in the building, or get strayed and never leave the mansion.
Seen from outside, the Rooms Mansion is nothing more than a 5-floor old mansion that you can find anywhere in London. However, the mansion shows the true form of itself only to the person who is secretly invited after sunset. The seemingly barren mansion during the day gets filled with shimmering warm lights on brick-red walls filled with pictures of Baron Moriatti and his achievements. Meanwhile, on the back side of those walls are filled with complex mechanical gears and wheels.
There is no human being in the Rooms Mansion. Instead, it is full of magically enchanted creatures, such as talking book, sleeping door, and hysteric mirror lady. All these creatures, a.k.a. stewards of the Rooms Mansion, were originally people who were invited to the Rooms Mansion. They gave up solving the Unsolvable Puzzle, and cursed by the Rooms Mansion to be one of the mindless servants.
Rooms Mansion is a spatial realization of the creator’s mind. The Rooms Mansion is consisted of 4 sectors; each corresponds with the memory of Moriatti, from childhood to old age. Each sector can only be accessed once the puzzles in the previous one are solved. As one explores the Rooms Mansion, the person goes through Moriatti’s memory, and goes deeper into and deeper into his mind.
The world I am building is from children’s perspective. As we know that, how do children interpret the world is quite different from grownups. And when do we become the way we are and not belong to the group of children anymore? In this world Child’s Eye, when everyone enters it, he/she will be forced to see the world through child’s eye. (more…)
Scryptyria, the Land between Pages
1. Scryptyria is the land where all of the potential characters, plots and words relax, waiting for an author to choose to use them. Its entrance is accessible between two pages of any book and authors frequently visit when in need of a fresh character or situation to base a story on.
a) Architecture analysis
Taipei 101, a 101 story building at 508 meters, is formally known as Taipei World Financial Center. It was the tallest building in the world from 2004 to 2010. It provides a center for business and recreation, including a shopping mall on 1st to 5th floor and offices on 6th floor and above. Many international enterprises maintain offices in it, including Google Taiwan and L’oreal Taiwan. It also has an outdoor and indoor observatory located on 89th floor, which visitors can find a 360 degree view of Taipei. (more…)