For the final project, I want to create something that involves both generative and interactive components. I’m interested in creating generative motion graphics that involve typography, fill, and some 3D component. It will be generative either based on a set of data consisting of words (like a wikipedia page). It will also be dependent on also the mouse activity laid on the canvas. The shapes and lines will change according to interactivity, but type depends on the data fed in. The text interacts with the 3D shape by going around and behind it as well. I will be reading up on 3D super shapes and Dan Shiffman’s tutorials on them. Hopefully the type and the the shapes create a sense of aesthetically pleasant landscape that represents a set of data. I’m trying to create a piece of generative art that is not obviously showing a set of data, but looks like compositional, time based, motion graphics.
above is an image of a potential landscape composition
I will be collaborating with Joohee Kim, and below is the link to our proposal.
Project Name: Feeding Packman
For final project I am creating a shooting game. I want to combine packman game and 2D shooting game. The gamer has only two controls (mouse location on horizontal direction and key press to create the bullets or foods for packman). As we press key to create the foods(bullets) and shoot, the user has to control mouse to locate the position of ball shooting. The users have to aim at targeted packman to feed it. As we feed packman, packmans may want to disappear because they had enough food and want to leave. We have to continuously feed new comers. As we lever up, the bigger, and more starving packmans will come. They need more foods because they are hungrier than the previous packmans. Feeding them before they touch the bottom line is getting hard as more and hungrier packmans are coming to get foods. When the user fail to feed 5 packmans then the game is over.
I think key park for this game will be how we use the function of mouse press and location of mouse on the horizontal direction and I am also hoping to make the game graphically attractive by using many drawing and coloring commands.
Both projects are an exploration of generative typography. Typographic music is similar to one of the approaches in the final project. Several modules create one letter. Also, Generative typography by Q could be a good inspiration source for the final project. There is a lot of generative type exploration included in his work. In comparison to ‘Generative Typography’ and ‘Typographic Music’, ‘Generative Typography’ has more variety of type exploration which is visually inspiring. Also, ‘Typographic Music’ has much clearer parameters for each visual element than ‘Generative Typography’. I admire both projects because they have very interesting visualizations of data and generative type with an algorithm.
Generative Greeting Card
For the final project, I and my classmate Bettina collaborate to make generative greeting cards. Each of us will create a few different visual styles of cards (This will be the way we split up the work). Even if there are different styles and approaches, we are mainly focusing on creating typography with the techniques that we learned in the class so far. These are some approaches/styles that I am considering:
- Creating custom typefaces with geometric elements.
- Creating type with depicting pixels with lines, circle or any simple graphic elements. I used this approaches in my previous project
- Creating a graphic pattern.
In addition, I am considering that make data visualization approach with this card generator. For example, based on who is receiving this card, what is the purpose, what is the relationship between sender and receiver or etc, visual elements could be differentiated. I think some parameters should be clarified.
For my final project, I wanted to take inspiration from my looking outwards and create some minimal graphics that alter slightly according to certain types of music – so from one beat to another the graphics look like they are moving to the beat but as soon as a different music type comes in, it can be that a completely new graphic comes in. I al also playing around with the idea of using these graphics to create a small animation story – like a really simple story that is represented using no facial expressions but rather how really simple graphics interact with each other and having these small interacting graphics heighten their ‘expressions’ using small sounds.
What I know for certain about my project is the type of graphics that I will be using and coding, that there most likely will be sounds involved that relate the situation and that my graphics will be telling a small story using these animations. My aim is to create some very simple motion graphics work.
^some of the simple graphics that i could use and play around with
“Swipe Brick Breaker” by Monthly 23 (Yoonsup Choi)
In research for my precursor project, I decided to compare different app games that have been popular among my friends. First game, Swipe Brick Breaker is a simple and very addictive game that I recently fell in love. Swipe Brick Breaker is a mobile app game developed by Monthly 23. Monthly23(Yoonsup Choi) is independent one man developer who release game every month. He makes addictive minimalist game for all ages. I like how he creates interesting game with simple geometry and simple rules. The rule for this game is simply swipe to shoot balls to break bricks. When the ball hits the brick, durability is reduced. When durability reduce to 0, brick breaks. You should get the green circle to increase the number(power) of balls. When the bricks reach the bottom line, game is over.
“Ready Steady Bang” by The Cowboy
Second game that I looked into is “Ready Steady Bang” by The Cowboy Games limited. Ready Steady Bang is a simple shooter game, perfect for gamers who love the minimalist approach.This black and white cartoon-like dueling game has players tap their side of the screen as soon as the countdown is finished. The twist? The “bang” happens at random intervals, meaning you have to wait to hear it before you can pull the trigger. This game relies on pure speed and reflexes and is perfect to play with a friend. Although, it does have a single-player mode that increases difficulty as you progress further.
Key part I like the most about the first game is calculating reflection angle with the bouncing wall. Second game is interesting because it requires perfect timing when the shooting is required. I like how both of them take minimalist approach to its design and operation. I also like how they rely on simple “tapping” or “pressing” instead of complex control keys or mouse control. For my final project I want to combine two project to create minimalist shooting game. I initially took a idea of shooting and aiming method from the ready steady bang. Like brick breaker game, I want to create a game that people have to aim precisely at target object and calculate the reflection angle with the edges of the canvas to make a shoot.
For my final project I would like to create a 2D platformer exploration game. I want to create an interactive game where a character has to navigate through an environment and either click on certain objects or come into contact with a portal to reach the next phase or environment. I want there to ultimately be some type of end environment in which the character is trying to reach. I am really inspired by the games, “Loved”, and “Limbo”, and would be interested in making the landscapes/environments slightly dangerous and contain traps. I would like to incorporate sounds in my game as well, and really focus on the art that goes into the environments and of course, the coding. I will be implementing gravity in the game/code so that my character can move around the environment, jump on top of things, etc. The game will also probably include animations in the environment and for the character.
This is a photoshop sketch of the type of environment I want to create. The character will interact with the background and jump, move, etc.