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Matt Daly

Done with Ephemera!: Source Engine Exhibition

 

I am designing a virtual exhibition, a space where, utilizing the Half-Life 2 Source game engine, works of art can be showcased. I am in the process of grasping and mastering the tools necessary to construct an immersive virtual space into which an audience (Halfe-Life 2 players) can log and ingest virtual works of art. Utilizing the source engine’s Hammer world design application, as well as creating textures and modifying operational procedures, I have the utmost control over these virtual exhibition structures and the art within. 

 

Using the level editor, I have control over every architectural design element. I will be able to tweak and modify the physical laws of these spaces as well, allowing the various installation pieces to have dynamic motion settings, as well as the viewers themselves experience motion through modified physics rules. Potential lies here, through scripted event triggers, for users to impact the content and environment in real-time as they progress through the show. I can script events to occur automatically as the virtual viewing public make their way through the space. This would create an interesting dialogical tinge to the exhibits, furthering the inherently interactive experience of the game.


By setting up a permanent, dedicated server, and hosting a ‘game’ for each exhibit, anyone with the game installed on their computer can access the server, log in, and wander about the exhibition, as well as communicate with others in (or outside of) the space. Introducing an art venue strictly designed for gamers by gamers should prove interesting to observe. The dynamics of virtual interaction are always very colorful at the very least, and I expect and even embrace the idea of ‘griefers,’ or trouble-causing players to log in and cause chaos. I’m entertaining the idea of making the exhibition content as well as the actual environment structure collapsable/deformable/breakable. I intend not to make these destructible elements in any way explicit, but I am interested in seeing how much experimentation users may engage in.

 

            The four-part goal of this project is outlined as follows:

 

1)Learning: To develop a solid understanding and implementable practice of level/world design, using Valve’s Source Engine Hammer mapping utility

 

2)Design: To utilize said  understanding and practice to develop a thoroughly designed virtual environment (map) for exhibitionary purposes.

 

3)Content: To curate and manage the development of content for exhibition in said virtual space (my own works as well as those of other artists).

 

4)Networking: Extend my contact-base in the game-modding community for collaborative assistance, as well as exposure for the virtual space, in order to garner an audience from the gaming community.

 

Final Product

            These four goals will concurrently progressing processes that will ultimately culminate in a fully implemented and bug-free virtual exhibition environment, hosted on a dedicated server capable of high-bandwidth traffic. I believe that one of the most interesting aspects of this project is the development of space and content for a community that doesn’t typically associate itself with the art community per se. Creating content for gamers within a game environment will allow for interesting design parameters. It will furthermore present the unique opportunity for the designer/curator, as well as contributing artists to employ their practice as both gamers and game designers.

Content

The content of the exhibition is at this point yet to be determined specifically, but the lion’s share of the content will be developed by Myself and David McDonough. Mr. McDonough is an artist based out of Savannah, with proficiency in a variety of media, including 3D modelling, animation, digital art, as well as work within more traditional media. The extent of my content contribution will most likely be works of photomanipulation and digital (2-dimensional art), as well as dynamic (semi-interactive) installations using ‘found objects,’ or 3D rendered entities (objects) already available in the game environment. I will also be developing installations utilizing the highly dynamic texture-and-lighting in the Source engine. David will be working on at least one large installation that will feature his own original design, as well as works of 2-dimensional art, and a variety of other contributions.

The space and the content within it will be designed with an active interest in furthering a cogent and immersive experience for the viewing audience. The medium is by its own nature highly interactive, and our design choices will thusly be closely linked to the capabilities and freedom that the game world allows its players. I am still at this point getting a grasp on the level editor, and attaining the level of world design proficiency I feel is necessary should take a few weeks at least. The program and aesthetic approaches are a considerable learning portion of the process. Once these are up to par, though, I’ll be ready to start implementing content for inclusion into one thoroughly thought-out and semi-complex exhibitionary space. Above all, I want this to be an intriguing, engaging, and enjoyable experience for players.

 

Production Schedule
Mentor: Thomas Zummer (tom967@earthlink.net)
Nov. 1 Mid-Term Art Project Documentation
  Initial Level Build Finished
Nov. 15 Research Paper Second Draft
  Static Content In Place
Dec. 1 Mid-Term Evaluations
  1st Dynamic-Content Installation In Place
Dec. 15 Final Research Paper
  2nd Dynamic-Content Installation In Place
Jan. 1 Final Art Project Documentation
  Map finished, accessible via dedicated server
Jan. 15 Final Evaluations

 

Done with Ephemera!: E-xhibition Design Doc

 

            I am approaching ths project first and foremost as a game designer and a gamer, so the academic portion of my paper will be derived largely from my design document. Done with Ephemera! will be designed as any other game I’ve designed, with a thoroughly fleshed out design document, detailing every function of every mechanic and aesthetic choice in the game. This approach, coupled with a thorough addressing of the theoretical  underpinnings that presuppose and apply to this project, will compose the majority of my academic research project.

Focal issues will include authorship, aura and authenticity. The exhibition space will use some environmental textures and lighting presets that were originally conceived of by the designers of Half Life 2. Furthermore the content will in some parts be a bricolage experiment of composite simple machinery, utilizing a mixture of originally designed materials and ‘found objects,’ 3D rendered entities that were already created for the original (unmodified game). Finally, some of the digital art will be collage-oriented. All of these facets are combined and presented in a virtual environment that users can only experience through their machines interpreting and copying, in real-time, every bit of the experience. This brings up the question of aura, as well as the phenomenological experience of art (or lackthereof). Is this legitimate and as solid an experience as a brick-and-mortar exhibition, or is it a hyperrealistic version of that? These are questions that can be directly tied in with the detailed design doc.

The issues surrounding audience ingestion/rejection of the experience will be unique in the fact that it is an art exhibition designed and oriented toward a community that does not associate itself with the art world, per se. The introduction of this experience to (sometimes) highly intelligent, competetive, anonymous, and technically knowledgeable players will most likely bring up some interesting issues. As mentioned earlier, my designing collapsible or destructible environment and content will demonstrate players’ propensity for causing chaos and disruption. These are more opportunities not afforded to the flesh-and-blood gallery viewer. I have been a gamer for most of my life, and have a background in game design. These experiences and issues are fascinating and important to me, and I wish to explore unorthodox and potentially progressive design approaches. The success of my project will be based a well-designed and implemented environment that is immersive, engaging, and enjoyable.

The research portion of the project will be direclty linked to the design document. Thus, I will be using the design doc as a rough outline of the various topics and focii that will appear in the paper, albeit restructured . (Full Annotated Bibliography forthcoming)

 

Done with Ephemera!

Design Document:

 

Summary framework: semi-competetive interactive artspace within original environment designs utilizing Half-Life 2’s Source Engine.

 

1)      Semi-reactive/interactive level design, meant for player interaction. Fundamentally, the space will progressively change (additively and subtractively) as the players progress through it. This will be accomplished by triggered events involving the physics engine, Non-Player Characters (NPC’s), interaction with Player Characters (PC’s) on a competitive and cooperative level, and other affective factors. By the end of the ‘game’ time-limit, events will have been exhausted, and the space and content will have undergone some levels of change.

 

2)      Content Categories:

a.      Static

                                                               i.      2D Art: Includes photograph, collage, digital or canvas art.

                                                             ii.      3D-Rendered pieces of digital sculpture

b.      Temporal

                                                               i.      2D Art: Animated or sequenced photograph, digital art, animation

                                                             ii.      3D-Rendered user-responsive installation: potentially includes all categories, running on the principle of player interaction.

c.       Environmental: Wherein the entire section of space (or linked sections) act on the whole as the installation itself.

 

3)      Environment Design:

a.       Navigable but non-traditional space, emulating as little as possible standard interior/exterior dichotomy.

                                                               i.      Centered navigation: One central room/space to which the player can easily return, but from which spread many lateral paths toward the various installations (some of which are entire rooms/spaces themselves)

                                                            ii.      Space categories:

1.      Traditional room/outdoor space structure

2.      Dislocated space: areas without apparent boundaries, or whose boundaries and orientation are particularly difficult to determine.

3.      Trans-location movement: Utilizing triggers of varying types, player will be transported instantaneously (or very quickly) from one physical location to the next. *this will at points act as part of the installation-as-space.

 

4)      Events: Event triggers will cause changes to occur to the contents/layout of the virtual space. These changes will be:

a.       Additive (the revelation or completion of an until-then fragmented or incomplete piece) or

b.      Subtractive (the outright destruction or fragmentation of a piece)

In-game modification will be one or a combination of these two types of events, and will utilize at least one of the following dynamic elements…

 

1)NPC’s: Non-player characters will be present at the onset of the ‘game,’ while others will be introduced and/or removed during play.

                                                               i.      Hostiles: Hostile NPC’s will be used as installation elements, and will not pose danger to PC’s lives.

                                                             ii.      Friendlies: Friendly NPC’s will at points be necessary for the successful completion/destruction of particular triggered events, and/or will serve as acting implements of said triggers.

 

2)PC’s: Player-Characters will affect the changes occurring throughout the virtual space(s) during play. Furthermore, some puzzles or triggers will necessitate the communication and cooperation of two or more players at a time to complete. PC’s will affect other players’ experience and interaction with the environment in unexpected ways, such as triggering an event that has repercussions on spaces on the other end of the ‘map.’

 

3)Physics Engine: The source engine’s physics engine is highly modifiable in real-time, thus can be either extremely realistic, or highly exaggerated. This allows for semi-deformable terrain (knockable walls/windows/doors etc.), ragdoll physics, as well as responsive entities (‘physical,’ moveable objects). In regards to…

…installations, the physics settings will determine how some pieces appear, operate, and react to player involvement. A pendulum, for instance, will swing with varying ease or lackthereof depending on the gravity, friction, material, elasticity, tension and other settings, affected in real-time by players (see below).

…player interaction, the physics dynamics will be sight-specific and modified throughout the game by triggers and player choice. PC’s and NPC’s (effected by PC’s essentially) will determine the map-wide physics settings, and those of particular entities or 3D objects.

 

4)Materials/Texture & Lighting: Static textures or dynamic (animated) materials will be used for environment and content, and in combination with highly dynamic lighting will affect both content and environment through the presence/introduction/removal/modification of light sources and textures/materials.

 

5) Competition & Violence: While the aim of this project is not to emulate another first-person shooter deathmatch, potentially hostile NPC’s will be present or introduced by triggers. PC’s lives, however, will never be in danger. Furthermore, players will not be allowed to ‘grief’ other players through harming them, as invincibility will be activated and/or weapons will be unavailable.

 

 

 

Annotated Bibliography

 

Game Design / Media Studies

Bartle, Richard. Designing Virtual Worlds . New York, 2004: New Riders Publishing.

Deleuze, Gilles & Guattari, Felix. A Thousand Plateaus. 1987, University of Minnesota Press.

Gere, Charlie. Digital Culture. 2004, Reaktion Books

Macmahan, Alison. Immersion, Engagement, and Presence: A method for analyzing 3-D videogames . Chp. 3 in The video Game Theory Reader , 2003, pp. 67-86

McCloud, Scott. Reinventing Comics: How imagination and technology are revolutionizing an art form . 2000. New York. Harper Paperbacks.

McLuhan, M. (1967). The Medium Is The Massage . Madera: Gingko Press

Manovich, L. (2001) "The language of cultural interfaces" excerpt from The Language of New Media

Murray, Janet. Hamlet on the Holodeck: The Future of Narrative Cyberspace. 1998. MIT Press

Sherry Turkle, "Aspects of the Self" Excerpt from Life on the Screen . 1995, New York. Simon & Schuster.

Vinge, Vernor. True Names . 2001, New York. Tom Doherty Associates, LLC.

Yee, Nick. (2004). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage . In R. Schroeder & A. Axelsson (Eds.), Social Life of Avatars II London: Springer-Vertag.

Art: Curating, Arrangement, Design

Bourriad, Nicolas. Relational Aesthetics . 1998, Les Presse Du Reel, France.

Pit Schultz (2005) 'The Producer as Power User', in Geoff Cox & Joasia Krysa, eds. _Engineering Culture_, New York: Autonomedia, pp. 111-125.

Obrist, Hans Ulrich. Do It . 2005, E-Flux/Revolver.

Zetl, Herbert. Sight Sound Motion : Applied Media Aesthetics . 2004. Wadsworth Publishing

 

 

Connecting the Two…

 

            I approach this project from the perspective of a game developer with artistic intention, but just as important is that I work toward the creation of an egaging playing experience. In an effort to embrace the interactive nature of the tools fundamental to this project, I am approaching the design just as I have other games I’ve worked on. Essential to the design process is the development first of a solid design doc, a framework detailing all of significant dynamics, intentions, and elements of the game. This project is no exception. While it is essentially the co-opting of art and game, I believe that it can successfully both. Thus conceptualized is an implementable framework for a semi-competetive, semi-interactive, hopefully-engaging playing experience.

            Player interaction and cooperation will be essential at times, and unnecessary at others. It will be an environment potentially enjoyable by a single player, and highly engaging toward multiple players. I will gauge the success of the project based on how engaged and interested players become within the space. Essentially, this is a coop-multiplayer experience, thus replay value of any one environment will be moderate but not high. I do see potential for the player desiring to retry a combination of triggers or puzzles, as effects on the level will be practically irreversible during any one game.

            One-sentence synopsis: An adaptive, engaging, well-designed environment that is, accessible from anywhere in the world, that reconstitutes the standard notion of art and the ‘art space,’ and is most of all fun for players.

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