Plan for Skye Gellmann
by Skye Gellmann · 07/10/2005 (6:50 am) · 17 comments
Here's the plan!
'''''''''''''
Lately I've begun experimenting with soundscapes in torque. Ideas swam around in my head, and i started to ponder the concept of a game played completely in pitch black. By this I mean, a game where there is no graphics and the player is completely blind.
So I started experimenting with turning the screen off, and wandering around my soundscapes with only the sound though my sony headphones to guide me.
Initially this was a 'games-as-art' project, I believe the concept has the potential to be much more.
And so I started the game project, BLINDSCAPE.
BLINDSCAPE is a game played completely in the dark. The user is blind, so they must feels the environments through sound not sight. The screen is totally black, and I'm currently experimenting with ways to make this work.
I'm looking at the concepts behind the way we create images using only sound, and experiment with the perceptions on life with no image. I would like to challenge the notion that graphics are the be all to end all, as it is a gross overstatement. Also the faceless hero is attractive to me.. how we imagine this person would be different for everybody, so in a way, I guess what i'm working on is similar to books in many ways, but different in the way that it is interactive and has many interesting choices.
Where I'm at now:
'''''''''''''''
I'm creating a demo for the expo at the next Australian Independent Game Developers Conference in a weeks time.
Currently finished 3 levels with different degrees of experimentation.
My programmer, Dylan, is currently creating triggered and moving sound emitters. This will be a key part of the demo levels. But there is still much to do.
My creative juices are starting to run dry. Can't think of the next demo level. I just want to get these triggered emitters in. Then i can have some character interaction. Stories are starting to swell in my head at night and I can't sleep!
Anyway, I don't like to write heeps so i'll leave you with a quote..
"Objects and depth will be felt with the ears, corridors and adventure through the minds eye."
Skye Gellmann
BLINDSCAPE
misnomer studios
'''''''''''''
Lately I've begun experimenting with soundscapes in torque. Ideas swam around in my head, and i started to ponder the concept of a game played completely in pitch black. By this I mean, a game where there is no graphics and the player is completely blind.
So I started experimenting with turning the screen off, and wandering around my soundscapes with only the sound though my sony headphones to guide me.
Initially this was a 'games-as-art' project, I believe the concept has the potential to be much more.
And so I started the game project, BLINDSCAPE.
BLINDSCAPE is a game played completely in the dark. The user is blind, so they must feels the environments through sound not sight. The screen is totally black, and I'm currently experimenting with ways to make this work.
I'm looking at the concepts behind the way we create images using only sound, and experiment with the perceptions on life with no image. I would like to challenge the notion that graphics are the be all to end all, as it is a gross overstatement. Also the faceless hero is attractive to me.. how we imagine this person would be different for everybody, so in a way, I guess what i'm working on is similar to books in many ways, but different in the way that it is interactive and has many interesting choices.
Where I'm at now:
'''''''''''''''
I'm creating a demo for the expo at the next Australian Independent Game Developers Conference in a weeks time.
Currently finished 3 levels with different degrees of experimentation.
My programmer, Dylan, is currently creating triggered and moving sound emitters. This will be a key part of the demo levels. But there is still much to do.
My creative juices are starting to run dry. Can't think of the next demo level. I just want to get these triggered emitters in. Then i can have some character interaction. Stories are starting to swell in my head at night and I can't sleep!
Anyway, I don't like to write heeps so i'll leave you with a quote..
"Objects and depth will be felt with the ears, corridors and adventure through the minds eye."
Skye Gellmann
BLINDSCAPE
misnomer studios
About the author
#2
07/10/2005 (10:56 am)
I have to say its very entertaining walking around one of these blindscapes.
#3
07/10/2005 (11:40 am)
I really like this concept.
#4
Brilliant idea, and I dont usually do that fanboy type gushing. Are you using a sonar type concept? I'm sure there are articles online detailing how sonar using creatures 'see' using it, there may be a few ideas triggered from reading up if you have not already.
Good luck.
Edit : WhooHoo, the last three-four attemptas at posting replies to other plans dissapeared, I was beginning to get paranoid. I think its connected to having a reply page open too long before posting it. I obviously type waaaaaaaaaaay too slowly.
07/10/2005 (12:07 pm)
The untapped market for blind computer gamers!Brilliant idea, and I dont usually do that fanboy type gushing. Are you using a sonar type concept? I'm sure there are articles online detailing how sonar using creatures 'see' using it, there may be a few ideas triggered from reading up if you have not already.
Good luck.
Edit : WhooHoo, the last three-four attemptas at posting replies to other plans dissapeared, I was beginning to get paranoid. I think its connected to having a reply page open too long before posting it. I obviously type waaaaaaaaaaay too slowly.
#5
07/10/2005 (1:25 pm)
Neat idea! Keep us posted.
#6

;)
seriously though, it's a fresh and curious idea, I'd love to see the execution of it
07/10/2005 (5:34 pm)
here's a development screenshot:
;)
seriously though, it's a fresh and curious idea, I'd love to see the execution of it
#7
07/11/2005 (2:57 am)
Interesting idea. Sorta takes the video outa video games :) This idea definatly has potential for a couple missions of an existing action game (the main character loses his sight for a couple levels, until you gain it again, sorta reminds me of Riddick), but I'm not sure how well it would hold up as a game on its own. Very interesting idea however, and with a very imersive sound system, it could work.
#8
07/11/2005 (6:20 am)
LOL josh... 100% spot on actually...
#9
Currently finished 4 levels:::
***Environments Level: Tests different natural environments and the transitions between them. The easiest level to play because it has no real walls.. as it is a field with a grassland, desert, river and a cave.
***Road House: Tests outdoor to indoor environments transitions. Also tests triggers with a talking person (although not finished) and a simple environment.
***City Construction Site: Tests a mission objective "find the baby" and looks at the emotional response of the player when confronted with mother (lost the baby), and the satisfaction felt when the baby is finally found.
***Burning Building: Highest Degree of dificulty so far. Test sounds above the player. Complicated Indoor to outdoor environments. Damage Emitters, and the emotion caused by chaos and destrction.
---------
Yesterday I made the fire level, and in it, I felt frantic and scared and confused inside when I first started playing.. and that
07/11/2005 (11:12 am)
I'm currently using headphones. It' doesn't really work so well with 2 speakers.. Haven't really tested with surround sound.Currently finished 4 levels:::
***Environments Level: Tests different natural environments and the transitions between them. The easiest level to play because it has no real walls.. as it is a field with a grassland, desert, river and a cave.
***Road House: Tests outdoor to indoor environments transitions. Also tests triggers with a talking person (although not finished) and a simple environment.
***City Construction Site: Tests a mission objective "find the baby" and looks at the emotional response of the player when confronted with mother (lost the baby), and the satisfaction felt when the baby is finally found.
***Burning Building: Highest Degree of dificulty so far. Test sounds above the player. Complicated Indoor to outdoor environments. Damage Emitters, and the emotion caused by chaos and destrction.
---------
Yesterday I made the fire level, and in it, I felt frantic and scared and confused inside when I first started playing.. and that
#10
07/11/2005 (5:03 pm)
I was skeptical at first but after reading this last comment I'm not so much anymore. This would definately be something I'd like to try out. Keep going!
#11
That was one of the worst levels in the game, so take care you don't fall into the same trap. Sounds interesting though.
07/11/2005 (6:11 pm)
Sounds a bit like that level in Max Payne where you have thin blood trails on the floor as your walkways, and you have to head towards the sound of a crying baby. The only things you see can are the thin maze like trails on the floor, and if you fall off them, it's game over.That was one of the worst levels in the game, so take care you don't fall into the same trap. Sounds interesting though.
#12
07/11/2005 (11:20 pm)
Glad to see some people coming around.... his second comment there was what I was envisioning... and it was powerful. Seems like it could have the power of a good book.... Video games still aren't quite believable to look at... But sound is an area where we can completely and faithfully recreate real life... or at least the impact of real life.
#13
Ironically, I had dabbled with idea of designing computer games FOR the blind, but designing a game where you play AS a blind person is just...
... brilliant.
07/12/2005 (3:37 pm)
This is an extremely interesting concept.Ironically, I had dabbled with idea of designing computer games FOR the blind, but designing a game where you play AS a blind person is just...
... brilliant.
#14
A form of sonar is used by the player in no-graphics mode to locate and identify objects. In addition, the player can change their orientation by using the keypad to face their character in one of eight directions. A personal digital assistant (PDA) is used to handle inventory as the player collects objects. Puzzles are sound based, with the player using tones to determine what codes to enter to open a door.
This game was the winner of the
07/12/2005 (6:06 pm)
[quote]Terraformers is an adventure game that can be played by gamers who are blind. It provides the standard graphics seen in this type of game for sighted gamers, but can be played in a no-graphics mode for the blind. Terraformers provides a standard graphics mode but also can be played with no graphics for the blind. A form of sonar is used by the player in no-graphics mode to locate and identify objects. In addition, the player can change their orientation by using the keypad to face their character in one of eight directions. A personal digital assistant (PDA) is used to handle inventory as the player collects objects. Puzzles are sound based, with the player using tones to determine what codes to enter to open a door.
This game was the winner of the
#15
http://www.audiogames.net/listgames.php
07/12/2005 (6:09 pm)
Also check out this list of games for the blind:http://www.audiogames.net/listgames.php
#16
07/13/2005 (7:00 am)
I DON'T want to make games for the BLIND! I want to make games for the Seeing so they can get a new perspective on life. To show them that visuals arn't everything.. there is a whole new world out there! Just put on a blindfold and walk around your work space.. sure you might get some funny comments, after 20mins you'll see what i mean.. learning to see things from a different perspective can be a valuable tool and expirience!
#17
I suppose its a good way to skip making game art. heck! you don't have to texture anything
07/09/2007 (11:04 pm)
So, will player be able to see at all? ( I mean like physically see) or will it just be blackness, and noise?I suppose its a good way to skip making game art. heck! you don't have to texture anything
David Loomis