Sneeze-TimeResearch

Something that stuck with me from the readings was the water clock because I’ve never considered using water to describe time since it is a fluid medium rather than solid structures. The water clock uses water in a similar way that an hourglass uses sand; however, a viewer looks into a container of water and matches time markers with the water level. I think that looking through water to see time is interesting because it seems like a more mystical way to tell time that is not absolute.

Sneeze—LoopResearch

Cat on a computer uploading a hamburger

By Cindy Suen for Giphy 

I found this animated loop interesting because it contains all things that I enjoy: cats, hamburgers, and computers. Also, the animation is visually intriguing with lots of moving parts and bright colors.

 

 

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A post shared by Dave Whyte (@davebeesbombs)

http://www.instagram.com/p/BnbZMvxgqOY/
By Dave Whyte

I like that although the movement of the slices of the cube seems disordered and random, it goes back to the ordered gradient it was at the beginning of the loop. Going from disordered back to ordered is almost unnatural feeling and makes for great visual interest.

 

Rower from Andreas Wannerstedt on Vimeo.

I think that this animated loop is successful because it has extremely smooth transitions. The ball moving from track to track flows well, and it is very satisfying to watch the tracks perfectly line up to catch the ball.

Sneeze-LookingOutwards01

Shape of the World is a single-player video game that allows the player to explore procedurally generated, beautiful, and colorful ecosystems. This game aims to encourage curiosity and a sense of being comfortably lost in an immersive and interactive landscape that constantly changes as the player moves so that even if they return to the same spot, the environment is different. I find this project inspirational because of it’s simplistic yet radiating style and because what seems to be painstakingly created landscapes are actually procedurally made.

I have not played the game myself, so I can’t touch upon critiques for the project, but I believe that the project effectively accomplished what the creators wanted it to accomplish: a relaxing journey. The lead developer and artist, Stu Maxwell, was inspired to create Shape of the World after playing Journey, Flower, Windosill, and 140. These games full of exploration and whimsical style as well as Stu’s own love of wandering prompted him to use Unreal Engine 4 to develop Shape of the World.

Shape of the World on Steam

Shape of the World Website