Presentation Feedback
On Tuesday 9th October, we, as a team, delivered a presentation that included the pitch of our idea, the inspirations that led us to this project and the research and concepts we had created so far in our studies and pre production pipeline. During this presentation as we unveiled our goal to our classmates and tutors, we also got to engage with our project in a way we never had before. As we spoke about the vision we have for our project and where we want to go moving forward, it made the work we had already done, come to life and make more sense, even to us as it's curators.
After delivering our presentation and unveiling our rather inaccurate voiced animatic, we received some vital and much appreciated feedback from the group. We heard from classmates who helped us think about the overall style and direction of the story and set. We were also posed to think about the ambiance and edgy vibe that we want to produce within this piece of work. We were advised to check out a few references of scenes and other projects that produce a feeling of uncertainty, discomfort and fearful emotions for an onlooker. These are the feelings we want to grow and stir within the users of our project.
Cassie and Lorna teamed together to produce notes from our feedback from the presentation and so I must give credit for most of the following information to them. It was recommended that we looked at a few contextual examples and projects that had already been carried out that we could draw similarities from.
Arkam Asylum: Fear Gas Scene
The scene starts with a long Hallway, as the environment continues, it begins to transition to different environment’s reflecting Bruce Wayne’s past. We end with the minimalist setting, things are crumbled, paper is floating everywhere. We are now placed in a surrealist world with a dominant character (scarecrow) controlling the scene. To reflect on our own work, created a sense of gradually minimalism may be good to emphasise a breakdown of the scene. The sequence also plays in with audio reflecting the past, if we have some reoccurring lines that could be twisted when there are glitches.

P.T.
A demo in association with Silent Hill, it was never made in the end. As you are in a repetitive loop in the game, assets in the game start to interact like the photo frames, bugs crawling in the room, doors with wailing voices etc.
The little small things interacting add tension to the game, with a build of interactions we can feel something bad is about to happen. Adding that to our own assets around the diner, such as watching writing appear on the tables like graffiti, pictures start to destroy etc.
/cdn.vox-cdn.com/uploads/chorus_image/image/46281194/pt_redownload.0.0.jpg)
The Design of everyday things:
With this book, there is an important lesson to be learnt in design, creating products and programmes that can be understood to the user and how a user can use the product to it’s full potential. Known as Discoverability & Understanding.
“The solution is human-centred design (HCD), an approach that puts human needs, capabilities, and behaviour first, then de- signs to accommodate those needs, capabilities, and ways of be- having. Good design starts with an understanding of psychology and technology. Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen. Communication is especially important when things go wrong.” – pg 8
As our short is portraying a company selling a programme; we need to make sure whilst someone has the headset on that they are aware of what is happening. Such things as including signifiers to instruct the audience of the beta test. For example; a door without a push or pull door sign confuses the user. The product needs to work without “trial and error.”
“The phenomenon called learned helplessness might help explain the self-blame. It refers to the situation in which people experience repeated failure at a task. As a result, they decide that the task cannot be done, at least not by them: they are helpless.”
“Machines are not intelligent enough to determine the meaning of our actions, but even so, they are far less intelligent than they could be. With our products, if we do something inappropriate, if the action fits the proper format for a command, the product does it, even if it is outrageously dangerous.” – 198
The Ecological Approach to Visual Perception:
This is a book about how we see: the environment around us (its surfaces, their layout, and their colours and textures); where we are in the environment; whether or not we are moving and, if we are, where we are going; what things are good for; how to do things (to thread a needle or drive an automobile); or why things look as they do. The basic assumption is that vision depends on the eye which is connected to the brain. The author suggests that natural vision depends on the eyes in the head on a body supported by the ground, the brain being only the central organ of a complete visual system. When no constraints are put on the visual system, people look around, walk up to something interesting and move around it so as to see it from all sides, and go from one vista to another. That is natural vision -- and what this book is about.
Time Period:
* Post War
* Baby Boom
* Nuclear Family
* Lingering memories of great depression
What ideals adverts sold:
* Return to traditional values
* Renewed optimism
* Superior
* Luxury
* Sex appeal
* Success
* Security
* Consumerism
What their main themes are:
* Slogan made up of text, question, or statement
* Bright Colours (heavily painted over a real image)
* Black and White (photograph)
* Set standards for pop art
* Pin up Art
* Leaned towards a comic book style
* Easily printable
* Erotic
This presentation was beneficial and practical for us as a team. Not only getting back into the swing of presenting and sharing ideas publicly, but also hearing our idea come to life and having it promoted and reviewed quite positively has given us new vigor moving forward into the coming weeks in which our work will be more 3d software focused. Modelling, UVing and texturing our models are the plan for the next while and so I will keep you posted as these developments are made!
On Tuesday 9th October, we, as a team, delivered a presentation that included the pitch of our idea, the inspirations that led us to this project and the research and concepts we had created so far in our studies and pre production pipeline. During this presentation as we unveiled our goal to our classmates and tutors, we also got to engage with our project in a way we never had before. As we spoke about the vision we have for our project and where we want to go moving forward, it made the work we had already done, come to life and make more sense, even to us as it's curators.
After delivering our presentation and unveiling our rather inaccurate voiced animatic, we received some vital and much appreciated feedback from the group. We heard from classmates who helped us think about the overall style and direction of the story and set. We were also posed to think about the ambiance and edgy vibe that we want to produce within this piece of work. We were advised to check out a few references of scenes and other projects that produce a feeling of uncertainty, discomfort and fearful emotions for an onlooker. These are the feelings we want to grow and stir within the users of our project.

Arkam Asylum: Fear Gas Scene
The scene starts with a long Hallway, as the environment continues, it begins to transition to different environment’s reflecting Bruce Wayne’s past. We end with the minimalist setting, things are crumbled, paper is floating everywhere. We are now placed in a surrealist world with a dominant character (scarecrow) controlling the scene. To reflect on our own work, created a sense of gradually minimalism may be good to emphasise a breakdown of the scene. The sequence also plays in with audio reflecting the past, if we have some reoccurring lines that could be twisted when there are glitches.

P.T.
A demo in association with Silent Hill, it was never made in the end. As you are in a repetitive loop in the game, assets in the game start to interact like the photo frames, bugs crawling in the room, doors with wailing voices etc.
The little small things interacting add tension to the game, with a build of interactions we can feel something bad is about to happen. Adding that to our own assets around the diner, such as watching writing appear on the tables like graffiti, pictures start to destroy etc.
/cdn.vox-cdn.com/uploads/chorus_image/image/46281194/pt_redownload.0.0.jpg)
The Design of everyday things:
With this book, there is an important lesson to be learnt in design, creating products and programmes that can be understood to the user and how a user can use the product to it’s full potential. Known as Discoverability & Understanding.
“The solution is human-centred design (HCD), an approach that puts human needs, capabilities, and behaviour first, then de- signs to accommodate those needs, capabilities, and ways of be- having. Good design starts with an understanding of psychology and technology. Good design requires good communication, especially from machine to person, indicating what actions are possible, what is happening, and what is about to happen. Communication is especially important when things go wrong.” – pg 8
As our short is portraying a company selling a programme; we need to make sure whilst someone has the headset on that they are aware of what is happening. Such things as including signifiers to instruct the audience of the beta test. For example; a door without a push or pull door sign confuses the user. The product needs to work without “trial and error.”
“The phenomenon called learned helplessness might help explain the self-blame. It refers to the situation in which people experience repeated failure at a task. As a result, they decide that the task cannot be done, at least not by them: they are helpless.”
“Machines are not intelligent enough to determine the meaning of our actions, but even so, they are far less intelligent than they could be. With our products, if we do something inappropriate, if the action fits the proper format for a command, the product does it, even if it is outrageously dangerous.” – 198

The Ecological Approach to Visual Perception:
This is a book about how we see: the environment around us (its surfaces, their layout, and their colours and textures); where we are in the environment; whether or not we are moving and, if we are, where we are going; what things are good for; how to do things (to thread a needle or drive an automobile); or why things look as they do. The basic assumption is that vision depends on the eye which is connected to the brain. The author suggests that natural vision depends on the eyes in the head on a body supported by the ground, the brain being only the central organ of a complete visual system. When no constraints are put on the visual system, people look around, walk up to something interesting and move around it so as to see it from all sides, and go from one vista to another. That is natural vision -- and what this book is about.

* Post War
* Baby Boom
* Nuclear Family
* Lingering memories of great depression
What ideals adverts sold:
* Return to traditional values
* Renewed optimism
* Superior
* Luxury
* Sex appeal
* Success
* Security
* Consumerism
What their main themes are:
* Slogan made up of text, question, or statement
* Bright Colours (heavily painted over a real image)
* Black and White (photograph)
* Set standards for pop art
* Pin up Art
* Leaned towards a comic book style
* Easily printable
* Erotic
This presentation was beneficial and practical for us as a team. Not only getting back into the swing of presenting and sharing ideas publicly, but also hearing our idea come to life and having it promoted and reviewed quite positively has given us new vigor moving forward into the coming weeks in which our work will be more 3d software focused. Modelling, UVing and texturing our models are the plan for the next while and so I will keep you posted as these developments are made!
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