Thursday, April 30, 2009
Final Project
Tuesday, April 28, 2009
Clamscape
Thursday, April 16, 2009
Prada Pearl Playscape
1. A brief written statement of the idea and structure of your project.
The project is about the stages between certainty and uncertainty. My project features a landscape of targets which correspond to movieclips. While the site will first appear as a playground of unconnected responsive elements, the user will begin to notice correspondences between the movieclips and other targets , hinting the possibility of an objective sequence (i.e. a movie clip of a spinning key may appear, and there may be a door on the home screen). As one proceeds through the correct sequence of targets, hints become more significant, and eventually a task is completed.
2. A detailed site map of your project, i.e., reason out the structure in
Flash to create a flow chart. This may be hand drawn on paper or
created in a graphics program.
see powerpoint
3. Present examples of the type of imagery, iconography, and typography to be used in the project. You must present character/symbol designs and be able to illustrate the environments they will be presented in -- the overall look and feel of your project must be established.
see powerpoint
This is the time to test and revise the look and overall design. You will be presenting the "final" look -- not, I kinda want it to look like this or maybe this or maybe this etc. etc. etc.
B.
1. Describe the overall projected style of your piece.
The style mimics the confrontation of retail advertisements with sharp images and saturated colors. The point is to feel overwhelmed by the style enough to interfere with the straightforward gameplay- the same way advertisements overwhelm our senses to make insensible decisions.
2. What do you wish to translate to the viewer with your chosen “look”.
The look should be confrontational- similar to retail advertisements with sharp images and saturated colors.
3. Describe the levels of interaction within your piece. What is the overall impact of the interactivity? Does it translate meaning? How?
The piece functions as cultural commentary. When shopping (for clothes or ideas), people often first respond to a brand and a psychology before seeing the true product. I want to somehow create a landscape of activities that appear unrelated and unreal, but in fact, have a very logical structure- if enough time is spent looking beyond the consumptive elements.
Tuesday, April 14, 2009
Dunno what this means, but here are some supporting materials.
The personal website would be like MGMT with a ridiculous interface of m3D icons which map to different areas of the site.
and the flash game would begin like this, with floating orbs:

Easter Pinwheel
Tuesday, April 7, 2009
Psychedumb Compositon

I combined icons of cultural consumption for different time periods and demographics (humphrey bogart, mario, mickey mouse, timex watches, reeboks pumps....) and placed them in a color soup with baby heads and clocks.
It was supposed to feel like a time warp, but I didn't really get it feel dimensional.