Sunday, May 11, 2008

5) Should you influence the context by using UT3- why?

As architecture is designed for a human context, a map for UT3 should be designed for the player context. Ideas and concepts which surround projects vary alot between the physical world and a world which was created. With a map, all the context (aside from possibly history) has to be created rather than just existing, and having to be found. Because of the extent of the concept of context, it would be impossible to emulate the whole context surrounding the unbuilt architecture.

This is where using different ideas to present and influence the original context come into play. Instead of presenting a history or general background information on the building we can use the features and functions exclusive to UT ie. lighting, modeling, texturing and sounds to emulate a feeling or create an atmosphere to reflect on or influence our experience of the context. By using ut the context can be explored and discovered rather than being presented and read, as in tradition documents.

Should this be done? there is no doubt. We are presented with s state of the art game which has oppertunities to create things that defy physical existance, or any kind of restraints. I feel the Falling Water example didn't utilise the HL2 engine for what it was and just presented what was expected. We hope to go a couple steps further to influence the conext by using UT3.

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