For the Pcomp final, I made 3 illustrated sculptures, activated by light.
The original enclosures were supposed to be fully wooden with an aluminum plate top – a wonderful material – I sanded it with fine sandpaper, drilled in it, super easy super nice… ⚡️
After cutting the first two sides with the miter saw (how would have imagined me feeling comfortable with that) I quickly understood that since I need the flexibility that will enable me to repair the sensors and motors that will surely fail – the box cannot be made entirely of wood.
And that’s when the beautiful combination of cardboard and wood sewn with a thick cotton thread sparked.
The visual language of the enclosures worked well and complimented my illustrations.
Wood found outside in the dumpster
Cardboard from the shelf
Cotton thread I found on the floor
3 aluminum plates
A version of the original Skifree game from 91′. The game is controlled by scattered black beans – a controller which is not binary, without buttons. The tactility of the beans and the monster that lurks around the corner creates a funny experience that ranges from a sense of control to complete release.
🌬___Write something nice ✨
I started with this:
And finished whit that:
After flipping in my mind the game and the controller and then the game again – I understood that if my core value is ‘Zero frustration, maximum magic’ and that the player can never go wrong, the interaction should be simple.
I put on my hat, gloves, and coat – and walked toward MAD museum for the sonic arcade exhibition. the concept is simple: touch-sensitive surfaces with light and sound feedback that creates a mini playground for adults.
In order to keep:
1. Zero frustration
2. Instant feedback
3. The lentils tactile
The controller will measure the player left and right movements using two ultrasonic sensors in the bottom left and right of the box. the character will move according to the particles moving on the top fabric.
Game mechanic: a storyline which progresses on a horizontal line – requiring a left and right movement (much like this beautiful example).
The LED strip will provide the player hints and a sense of connection to the projection.
And as the old saying goes: The next controller will be better 🙃
I’ve made 5 Necklaces which are also pins, and 7 smaller pins.
I broke the process into small steps, which worked for the necklaces – but when I tried to switch steps 1 and 2 for the pins it turned out it was easier that way.
1. Laser etch the pin holes
2. Cutting circles using the Drill Press
3. Slicing the circles using the Band Saw
6. Oiling the wood
7. Gluing the pins
8. Thread a necklace
The difficulties I encountered were that the pins that came in the mail did not match the measurements that were registered on the site, and – it turns out – it׳s really hard to drill an exact hole from one side to the other.
The process in pics:
I must say – I’ve learned a lot. The Necklaces took a full day, and when I wanted to challenge myself again into making 5 things that are really the same, the pins took 3 hours.
+ It was my first time using a saw and a drill… ⚡️⚡️
Lessons for the next time:
1. If it requires precision (like the pin hole), I’ll wait until I have all the pieces and then I’ll measure.
2. It was nice to divide the process into doing one small thing every day.
3. Enjoying the process and revisiting my idea often were key ingredients.
In one sentence:
I wish to build a b&w game, controlled by small physical particles. It will be a combined project for Pcomp and ICM, where the physical controller complements and creates a visually intriguing game experience.
I’ve tested the concept on Tuesday at Pcomp class (Jeff Feddersen’s class) using lentils and Post-It notes, and it was a fascinating experience. The reactions were really positive, questions arose about the game mechanics – I built the experiment as a mission game, now I’m not sure it’s the right one…
1. Which kind of game mechanics fit with the way users interact with the particles controller? (mission \ puzzle \ creation etc.)
2. Where do I start? I need to plan the game in such a way that I can manage to build it eventually (I’m a slow code writer).
1. Brian Rea
2. Velocity by Karolina Glusiec
note to self: attach the Playtest documentation.
defining a flashlight as something ‘portable & creates light’ is quite a broad definition, I believe I might have stretched it to the edge by creating a lightened image of Washington square park.
I started with some lights testing, paper cutting and illustrations experimentations. I even found a large picture frame.
Mainly because of efficiency constraints – I decided to scale down.
After noticing I don’t like the container store boxes at all and I am using one – I searched my landlord junk storage and found this frame.
The light distribution is poor, and better documentation is necessary, but the end result of Washington square park at the 70’s with the Hebrew typography and the visible mechanism is a beginning of an interesting object I would like to see better made.
In one sentence:
I wish to build a b&w (and yellow) mission game, controlled by a sandbox filled with small particles.
1. How does the sandbox control the game technically?
2. What is the mission apart from the simple command “PLEASE PUT IT BACK”?
3. Where do I start? I need to plan the game in such a way that I can manage to build it eventually (I’m a slow code writer).
It will be beautiful.
The box went throw an improvement process that hasn’t arrived yet to the end result I imagined. The ratio between the game parts and the game board, and between the box and the parts is not optimal. The transition from slits to circles on the board was an excellent moment, the next step is to model the parts correctly and with the tooth to allow them to stick to the board.