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Plan for Skye Gellmann
Plan for Skye Gellmann
| Name: | Skye Gellmann | ![]() |
|---|---|---|
| Date Posted: | Sep 20, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Skye Gellmann |
Blog post
"Games as an Artform," Experimentation! (pictures at the bottom!)
As you may or may not know, I am interested in "games as an art form." I have been playing around with some interesting concepts lately.
Artistic Abstract:
''''''''''''''
1) Maximizing Exhilaration for the player:
''''''''''''''''''''''''''''''''
I have been experimenting with some interesting level design techniques to do this. As you can see I am using very simple level design techniques, but the massive scale of the objects, the geometric lines thrill the eye.
2) To investigate other sources of exhilaration. Racing? Speed? Killing?
'''''''''''''''''''''''''''''''''''''''''''''''''''''''
Different gameplay elements like speed, falling and flying are different effects that may be used to maximize exhilaration. Particularly I am looking at Flying and Falling, and the time when you are falling, and the time when you are flying. I have found that when running along a flat surface for along period, when you find the edge and fall off into the unknown, it can be quite bracing. I have been playing around with complex jumping puzzles in abstracted landscapes.
I'm not sure if violence detracts from the exhilaration, but I can say for sure, it would detract from the tranquility and beauty I am trying to maximize.
3) Looking at the way the player appreciates abilities:
'''''''''''''''''''''''''''''''''''''''''''
For example: The player cannot properly appreciate flying unless they have had a significant amount of time not being able to fly. In this time they may be exposed to running, falling, and jumping. But when they get flying, they can appreciate it because it makes their life easier.
After Note:
''''''''
If I make a game out of this, it will most likely be a first person platform game, and despite the fact that I hate jumping puzzles, I have found pleasure in these puzzles. I liken them to rock climbing. You often feel as if where you are in space is crazy, like you have somehow found a loophole in logic.
PICTURES!!! YAY! (4 pics, sorry 56k.)
''''''''''''''




-Skye Gellmann
Misnomer Studios
Artistic Abstract:
''''''''''''''
1) Maximizing Exhilaration for the player:
''''''''''''''''''''''''''''''''
I have been experimenting with some interesting level design techniques to do this. As you can see I am using very simple level design techniques, but the massive scale of the objects, the geometric lines thrill the eye.
2) To investigate other sources of exhilaration. Racing? Speed? Killing?
'''''''''''''''''''''''''''''''''''''''''''''''''''''''
Different gameplay elements like speed, falling and flying are different effects that may be used to maximize exhilaration. Particularly I am looking at Flying and Falling, and the time when you are falling, and the time when you are flying. I have found that when running along a flat surface for along period, when you find the edge and fall off into the unknown, it can be quite bracing. I have been playing around with complex jumping puzzles in abstracted landscapes.
I'm not sure if violence detracts from the exhilaration, but I can say for sure, it would detract from the tranquility and beauty I am trying to maximize.
3) Looking at the way the player appreciates abilities:
'''''''''''''''''''''''''''''''''''''''''''
For example: The player cannot properly appreciate flying unless they have had a significant amount of time not being able to fly. In this time they may be exposed to running, falling, and jumping. But when they get flying, they can appreciate it because it makes their life easier.
After Note:
''''''''
If I make a game out of this, it will most likely be a first person platform game, and despite the fact that I hate jumping puzzles, I have found pleasure in these puzzles. I liken them to rock climbing. You often feel as if where you are in space is crazy, like you have somehow found a loophole in logic.
PICTURES!!! YAY! (4 pics, sorry 56k.)
''''''''''''''




-Skye Gellmann
Misnomer Studios
Recent Blog Posts
| List: | 01/09/07 - A year later.. Bean Brigade! ^.^ 01/23/06 - Blindscape - interactive music idea 01/16/06 - Long time.. 11/25/05 - Plan for Skye Gellmann 11/17/05 - Plan for Skye Gellmann 11/14/05 - Plan for Skye Gellmann 10/18/05 - Plan for Skye Gellmann 10/02/05 - Plan for Skye Gellmann |
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Submit your own resources!| Adam Schofield (Sep 20, 2005 at 13:37 GMT) |
| Mathieu (Sep 20, 2005 at 13:48 GMT) |
The first pic is beautiful.
| Skye Gellmann (Sep 20, 2005 at 13:56 GMT) |
@ adam: I assure you it's nothing like fed square.. i live in Melbourne, and i personally hate the design of federation square. But I do agree that I need to test this on more people other then my housemate and myself. Something I plan to do.
| Unsung Zero (Sep 20, 2005 at 14:01 GMT) |
I like the way the structures hang there. I'd like to see this flesh out some more, keep working on it!
| Simon Love (Sep 20, 2005 at 14:41 GMT) |
| Dylan Sale (Sep 20, 2005 at 14:48 GMT) |
| Phil Carlisle (Sep 20, 2005 at 15:09 GMT) |
The images you show actually made me feel something interesting...
Imagine that the blocks instead of being just blocks, are actually part of a huge machine.. imagine this machine had working parts, kind of like the cogs in a huge machine?
Now that perspective opens a number of artistic possibilities.. What kind of machine would that be? What views would the player see of this strange machine space? What forms of interaction would there be?
I think actually playing around with the abstract elements (in your case blocks) opens up a world of interesting ideas.. But this is all artistic and not mechanical (like gameplay). I always advocate mechanics over art, but i guess this approach is to suggest the mechanics from the artistic attributes.. at least many of the games that grab people's imagination seem to have an artistic vision at the core, as thats immediately obvious to people where its coming from.
| Skye Gellmann (Sep 20, 2005 at 15:34 GMT) |
| Clint S. Brewer (Sep 20, 2005 at 17:07 GMT) |
| Dylan Fitterer (Sep 20, 2005 at 18:15 GMT) |
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