Depths – Anita Luo
Playthrough of my Scene
UNITY PACKAGE: https://drive.google.com/file/d/1WT6yhWFmKYnfGK_paBgC5rr26PAaw3FF/view?usp=sharing
Original space:
1. PROPOSAL
I was prompted to consider how the artist of Promesa created narrative and mood in various locations through lighting, materials, camera movement, composition, and other elements of spatial and visual design. I found a place in a convenience store that made me feel deja vu and partially evoked a sense of a lucid dream.
2. BRAINSTORMING
Firstly, I played Promesa to take note of the various techniques by which the game conveyed nostalgia. I noted the following:
- The details of objects and textures became more vivid as time became more recent for the narrator.
- The color is monotonous and cohesive when the narrator is little. This illustrates a sense of loss or innocence in the details of the scene.
- The scale of objects in memories was not always accurate; this might be due to importance or attention.
- There are abstract scenes that may have functioned as a representation of the narrator’s emotions at that point in their life.
- The fragmentation of memories is enhanced by disappearing or transparent objects.
- The white mist of certain scenes suggests a sense of mystery while framing one specific space.
- The sound of footsteps puts the player into the shoes of the narrator which strengthens the player’s immersion and connection to the game.
3. INSPIRATION & CONCEPTUAL INTEGRATION
Concept #1: Rising sea levels
After using photogrammetry to create an object of the space in the convenience store, I noticed that there were many areas of error despite taking 50+ photos of the space. As a result, I decided to take advantage of this setback by incorporating the theme of decay. Later while exploring and editing the space, the blue undertone I came across reminded me of an episode of Pokémon called “Sandshrew’s Locker” in which Ash and his friend explored a drowned city. The surreal feeling evoked by such a space was something that I wanted to incorporate. Furthermore, the action of drowning can be a metaphor for my memories that slowly wither through the passage of time.
4. PROCESS
Using Polycam, I scanned the area in the convenience store that I wanted. I downloaded the glb file, converted it to fbx and imported it into Unity.
The texture did not come with the object as expected. Thus, I extracted the texture in “Material.” I also adjusted the scale of the object in the project panel.
Once I added the texture and material I tried adjusting the color of the lighting for experimentation. I found that the blue created an appealing atmosphere which led me to approach the space in an underwater manner.I added a spotlight and experimented with different focal points to my scene. I found the low-intensity light over the entire scene worked well in making my scene look like it was underwater.I played around with the position of the spotlight. The direction of the light made more sense coming from the outside of the window shedding light into the convenience store. Furthermore, the shadows of the object created made the tones of the scene more interesting.
To create a foggy and refraction effect like the player is underwater, I followed a video called Unity URP – Underwater Effect Renderer Feature to create an underwater render effect.
I followed the video Unity URP – Simple Caustics Effect Tutorial to create a caustic effect on the floor. This effect would effectively communicate to the player that we are underwater. Furthermore, I learned how to utilize shader graphs.
I created a URP decal projector component for an empty object.
I experimented with different colors of the caustic effect and lig to see which one was more natural and coherent with the environment.
I one again explored different settings and positions of spotlights and environmental lighting.
I imported a pre-made aluminum can from the Unity Asset Store so I can make it float in the environment and enhance the underwater effect.
Lastly, I adjusted the first-person controller settings so that the payer moves, rotates, and jumps at a lower speed to indicate the density of water.
5. AUDIENCE RECEPTION & 6. CONCLUSIONS
In this Unity scene, I aimed to evoke a sense of deja vu in which there is an interplay between decay and preservation in the depths of the ocean. In class, I received feedback that the underwater setting amplified this duality due to its association with shipwrecks. The sense of familiarity in a certain area sometimes is accompanied by feelings of loss where one feels an essence of what has been but the memory is assembled by fragmented or floating memories. Whenever I see corners of the convenience stores I can feel myself reaching deep into my memories to recollect why I feel intimacy with these places. I recollect the days when I sat near the windows of these convenience stores, maybe drinking a soda can or eating ice cream, while watching the sunset until it was the cool dawn. Thankfully, it was pointed out in class that my intention of changing the scale of the space was apparent as the player was a lot smaller than the space—which was a suggestion that the player is playing as a child in this space. At the same time, there is a sense of loneliness when I realize that I am experiencing these emotions alone in my head and the only thing keeping these memories alive is myself. Thus, in this void, I feel a deep appreciation for the little things of the past that are kept at a standstill between longing and tension.
7. APPENDIX
Video of the entire space: