Tag: Disobeying Objects

Disobeying Objects + Melancholic Assets

I’ve finished the Unity piece now as gremlins started to appear in the builds again, so thought I’d better leave it alone before I break it. I think its when Steam updates itself it seems to then slightly change the file when it outputs the build.

In my virtual kingdom and eerie realm, I have changed the skybox and added some cheeky sound collisions on a handful of the objects…those damn objects, disobeying to the very end!

Note to Self:

  • I had the whole piece sealed off in high ceilinged room, but thought it looked too claustrophobic so I deleted the ceiling and some of the walls.
  • I like the open air/unfinished kind of look as if you have stumbled upon some naive object-orientated terrain.
  • I added some fog assets to get a more moody storm effect, but it broke the ability to transport around so I undid it.
  • My next piece I’d like to do a floating camera piece, and develop different narrative devices…the journey continues.

Virtual kingdoms

Welcome to the virtual kingdom, curious to see what I will encounter in this realm of melancholic assets and disobeying objects.

Animations imported into Unity.

New materials wrapped around the 3D objects.

Shadows and lighting, see what needs attention.

Disobeying objects can get quite bolshy.

Spinning objects approaching through the trees. Run.

Note to Self:

  • Have to edit so listener audio is less over-powering.
  • Have to make list as to which object is paired with which audio when triggered.
  • By combining Unity assets with imported objects the overall aesthetic is quite ‘gamer’ looking visually, but It is the look/feel I want for this piece.