160611 journal c gp3
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G A M E S P A C ES T U D I O
A I R 2 0 1 6 S E M E S T E R 1
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Gameaspace Studiotutor_Alex Holland
Gabriel NashDanielle Laqui
Hidy Wong
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0. Our Group
1. Introduction
2. Algorithmic Analysis
3. Value Map
4. Game Performance Assessment _Iteration 1 _Iteration 2 _Iteration 3
5. Conclusion
C O N T E N T S
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06
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0 Our Group 7
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GAB
With great relief it is now time to look back at this semester. This semester more so than any other, was full of long days, late nights and endless coffees. The chal-lenge Alex had set us seemed impossible. Within my group, I found myself taking a strong opinionated role (what else would I have done?). It is interesting to look back at the work from the previous sections of this long task and see how it has affected the outcomes for a part C. In particular, it pleasing to see how I have created a wide understanding of grasshopper and thus created a toolkit that I can use in my future practice. Earlier in semester, it was particularly difficult to get the computers to process the large sets of data we require of it and I am glad to say that now I have grasped the concept of computational risk management. It was the endless trials of our algorithms that was back-breakingly
arduous, but I believe there have been obvious positive outcomes. My toolkit now includes an array of algorithmic ideas I am very familiar with such as, distance from points, charged particles, manipulating sets and lists, etc. This toolkit came to signif-icant use when composing the following maps for part C: vegetation, permeabil-ity, popularity and the interestingness. I also converted these to the CSV file and merged these for the value maps for each character. I created the initial value map finding the area of the parks surrounding properties using grasshopper and dividing this by the average house price. I have very much enjoyed organise layouts for our journals and presentations and my abili-ties with Adobe Indesign and Illustrator have grown immensely. This tute has really taught me how to buckle down and work and I half-sure Im grateful.
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HIDY
In my part, I mainly focused on the topog-raphy-and-sound-related analysis. By using the contour map provided, I created a top-ographic mesh of Quarries Park. We could briefly tell the landscape and compare it to our actual site. After we designed the site boundary for the game, we aimed to collect data of the site by dividing it into grid of 1M x 1M, i.e. the distance between two points was 1M. Focusing on the topogra-phy, I was going to collect the height of each points which allowed me to translate a physical landscape into a datascape.
In terms of the sound map, I was creating a datascape which a higher value represent-ed louder area. Considering sound was a spreading wave, its data should not be clear cut but gradually reduced from high to low. Then I applied point charge which it effectively affected the surrounding points and created a gradual reduction of the number. I am familiar point charge of how its strength affects others point.
As our data is mostly numbers and abstract for people to understand, I tried to visu-alize it in different ways and make more sense to others. After mid-semester, our team went more specific into value maps. Thanks to Team 4, we had concluded the
site into 8 maps: sun, noiseness, interesting point, elevation, permeability, vegetation, popularity and gradient. I was focusing on the map of noiseness, elevation and gradient. Similar to the previous map, I used point charge for the noiseness map. But this time, I created some absolute 0 area which meant that area was extremely silent because of the tree block. In some sense, the noiseness map was related to the vegetation map.
Elevation and gradient were based on the data collected from my topography. By measuring the height of each point, data of elevation was created. Gradient was different from elevation, where gradient re-ferred to the steepness of the slope in site. Especially along the creek, steep slope was observed which meant the value was higher than the flat grassland.
When our data was ready, we had to remap the data into 0 to 1 as to function in Unity, the game program we used for our Pixel-park. We converted the data for each point into CSV file. Team 2 then used our data to create a base map of our game.
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DEE
My contributions havent exactly been lim-ited to a particular range, I involved myself in initial discussions, took tasks, collaborat-ed with the group, wrote some initial struc-tural content; finalized - both in graphic designing and writing. I am the groupmate who delivers significant, sometimes minor yet still necessary, contributions to each aspect of the project and I consolidate everything.As an example of this, our comic for part c is split three ways. Initial content is done by all three in our group and I consolidate these comics to deliver a cohesive output. I am part the graphic designer, part the writer; I edit, finalise and proofread.For the technicalities though, I got around doing a variety of stuff on grasshopper. Initially had my own explorations i.e. veg-etation, grid pinching, sunlight and even-tually had to dive into my groupmates and understand her algorithms at some parts for a submission. Sunlight, specifically, was
highly interesting as I could recognise the potential it has to be utilized in further studies. I understood the various applica-ble algorithms and kept looking for more whenever one was consuming too much time but it failed to be functional for the format we needed. During the duration of the project, I explored plenty of interesting algorithms and can say I have acquired a medium-depth understanding of the capa-bilities of grasshopper and how it will ef-fectively illustrate and execute my theories. My fondness for graphics and presentation is now supported by my newfound abilities in indesign and illustrator when it was pre-viously limited by mere photoshop. Also, the landscape team is a great group, altogether and individually, great that every-one has significant contributions and has their own individual decisions that affect the group well. We held discussions every time we began a submission and everyone equally takes part.
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1 Introduction 13
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RAMSDEN OVAL
PARK ENTRY
STEEP SLOPE
NEXT TO CREEK
LABYRINTH
MINI FOREST
READY? GO!
PLAYGROUND
SKATEPARK
RESIDENCES
VEGETATION
MERRI CREEK
MAN BUILTPAVILLIONS
HIGHEST POINT
THIS IS QUARRIES PARK! IT HAS AN EPIC ADVENTURE PLAYGROUND, A SKATE PARK, SPORTS OVAL, BBQ FACILITIES, DOG SPACES AND OFFERS BREATH TAKING VIEWS OF THE CITY!
QUARRIES PARK IS A COMMUNITY PARK ON THE EDGE OF CLIFTON HILL, BORDERING THE EASTERN FREEWAY AND MERRI CREEK WHERE EVERYONE HAVES A BIT OF FUN!
welcome to qarries park1515
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ACTUAL SITE
ASPECT ANALYSIS
DIVISION TO GRID
PIXEL MAP
PATH
VEGETATION
IMPERMEABLE
VEGETATION
DIVIDING THE SITE INTO 300 X300 CELLS, EACH 1M X 1M
CONVERT THE MAP INTO A DATASCAPE OF PIXELS
ANALYZING THE ATTRIBUTES IN THE PARK
QUARRIES PARK
THE LANDSCAPE TEAM REBUILDS QUARRIES PARK AND TRANSFORMS IT INTO....
...PIXELPARK!
..A GAMESCAPE! CONGRATULATIONS, YOU NOW HAVE AN ENTIRE PARK AS A GAME ON YOUR MOBILE PHONE!PIXEL
PARK!16
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IM FRED. I DEVELOP PROPERTY AND SEE COSTS AND VALUE. I LIKE $$$, THE PARK HAS THE POTENTIAL FOR MONEY AND I WANT TO BUILD,
BUILD, B U I L D!RAMSDEN OVAL IS THE PERFECT SPOT TO BUILD, BUILD, BUILD!
$$$$$$$$$$$$$$$
I want to buy
the park!
FRED, property developer
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SHIBE, doge
WOOF! WOOF! *wags tail* WOOF! WOOF! *looks at you excitedly* WOOF! WOOF! WOOF!
WOOF! WOOF! G R A S S ! WOOF! WOOF! P E O P L E ! WOOF! WOOF!
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LEMON, the environmentalist
Im Lemon. I love the
environment, I love green and I want
trees, TREES, T R E E S!
QUARRIES PARK IS NATURE, NOT YOUR FIELD OR PLAYGROUND OR SKATEPARK! STOP TRAMPLING ALL OVER MY PARK!
THE CREEK IS SACRED, WE MUST TAKE CARE OF IT AND THE ENTIRE PARK!
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GRACE, old woman
Im Grace, I am old. The park is very calming for me as I can relax and get a bit of exercise. I love the views and the labyrinth but Im afraid Im too aged to be around too many people and such loud noise. My aged skin cannot handle too much sunlight as well.
I want a good view, a bit of walking and a lot of peace and quiet.
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ALICE, the runaway
Im Alice! The entire park is my playground! I cant be seen by other people because my parents must not know Im here but I still want to explore and have fun! We just have to be a bit sneaky! Heres my map!
I want to play but I have to
hide!
ONE OF MY FAVORITE SPOTS IS THIS AREA BETWEEN THE TREES AND THE BACKS OF HOUSES!
START
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Im vegeta-tion, at this
point I have a rating of 0.24!
THE ATTRIBUTES OF THE PARK ARE IDENTIFIED
Im the sun and its 0.67 of sunlight
here!
Gradient. Site,
Gradient. Pretty flat
here - 0.13.
Im permeability, 0.45!
BALALA! NOISE. 0.35 IM CLOSE TO THE TRICKLING CREEK!
Ooooh, interest-ing-ness here. 0.4!
Popularity. 0.27
Im elevation, my value is
0.85.
AT EACH M2 OF THE PARK, THESE ATTRIBUTES ARE MEASURED AND ALLOCATED A VALUE BETWEEN 0-1.
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DEPENDING ON WHAT ATTRIBUTES THE CHARACTER LIKES (+) OR DIS-LIKE (-) DIFFERENT SPOT BECOME MORE OR LESS VALUABLE
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2Algorithmic Analysis 25
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Processstep 1-6
Our aim to create a set of data that is readable by Unity, the program used by the other three groups, is outlined to the left. Our site was broken down into a grid of 90000 cells, each cell with a size of 1m2. Each square metre is then regarded as a single point. We then de-cided on the particular attributes that we wished to break down the site into; for example the elevation of the site. Each point has then been given a value between 0 and 1 that is representative of the attribute we have analyzed. On step four, the highest point in the park has been given a 1 and the lowest, a 0. Finally, this data is then turned into a CSV file that is readable by Unity.
Data to be used by the other groups
Attribute as data at each point
Attribute to analysis eg.
the elevation
A point for each m2
Divide the site into 1m2 grid
Quarries Park
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The sun map is an analysis of the an-nual sunlight hours for every square meter of the map. This has then been remapped between 0-1 to have the sun-niest square metre at 1 and the shad-iest square metre at 0. However due to an unresolved error, the number of points generated through our Ladybug algorithm failed to match the number of points we needed. Due to time con-straint, a compromise was made and we ended creating an image based off the map generated by ladybug that was then placed through the image sample com-ponent to generate the required num-ber of points.
SUN
sun map
vegetation map
site plan
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1.0
0.7
Open grassland
Playground
0.0
0.0
Way up to slope
Dense vegetation area
The vegetation blocks the sun-light and creates shadow. Thus the sun value is low.
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This map is a representation of where the loudest and softest volumes of noise can be predicted within Quarries Park. This maps the noise between the softest noise (0) and the loudest (1) . We have utilised the point charge com-ponent to generate this map. We have placed positively charged points in areas where we predicted sound to be gener-ated and from where we had previously witnessed loud sounds. Different inten-sities were assigned to different sounds. As we have previously acknowledged , mapping attributes such as sound are incredibly subjective and thus are rife with assumptions. However, in order to map such attributes, assumptions must be made.
NOISINESS
noisiness map
site plan
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0.3
0.0
Merri Creek
vegetation
0.7
1.0
playground
oval
The vegetation blocks the noise from the surrounding
and the area is relatively silent. Thus the representative num-
ber for this part is 0.0.
The playground has a value of 0.7 because it is a highly popu-lated areas due to children and parents; this results to a loud
volume area.
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Akin to the noisiness map, this map is subjective. Subjective of what is in-teresting and what is not. We decided that as one approaches the interesting points within the park the value of in-terestingness would grow. To generate a gradient of values, the distance between interesting points and all points were measured and then added together to give a scale of distance from interest-ing points. This was then inverted and remapped to fit the convention of 0-1. Particular spots within the park were limited to only reaching a specified val-ue such as the playground.
INTERESTINGNESS0.0
0.7
1.0
highest point
playground
labyrinth
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interesting points map
site plan
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The elevation map is self-explanatory. We extracted this from the topography of the site and generated values to re-flect how high or low a point is from the topography. This was not as easily done as it may appear as many of the components that would usually make this easy would not work with a mesh.
ELEVATION
By using the contour map, we can produce a 3D topography of the site. We then measure
the height of each point which is the elevation.
0.0
0.4
1.0
Merri Creek
flat grassland
highest point
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By using the contour map, we can produce a 3D topography of the site. We then measure
the height of each point which is the elevation.
elevation map
contour map
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The permeability is a compilation of more basic maps with the
vegetation density and gradient included.
The permeability of the site integrates multiple maps from our past explora-tions. The permeability uses the values from the vegetation to illustrate the density and thus permeability of the vegetation. This map has certain val-ues designated to different components of the site such as the creek, paths etc. Thus the permeability map is able to perfectly represent within Unity, more than just the permeability but grassed areas, where the paths are, etc.
PERMEABILITY
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As some points were too steep to traverse there-fore we incorporated
them in the permeabilty map:
Gradient > 0.75
Although the creek is not impermeable, it is not per-meable within the realm of this game and thus has been
given a value of 1.
The paved areas and the road have been given values of 0.2 and 0.3 respectively.
These areas although as permeable as the paths are
less easily traversed.
0.1
0.15
0.2
0.3
0.5
1.0
0.0 - 1.0
0.0 - 1.0
Path
Paved area
Road
Skatepark
Penetrable
Impenetrable
Vegetation
Permeability map
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Vegetation map reflects the density of trees, grass and shrubs. The bases of this map is an image sampling of the density of the vegetation. Like the per-meability, certain components of the park are designated particular values. All non-vegetated areas such as the paved areas are designated a value of 0.
VEGETATION
The vegetation was remapped between 0.2-1.0, giving the grassed
area a value of 0.2.
vegetation map
site plan
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These yellow shaded areas are vegetated
areas.
0.2
0.0
0.0
Grass area
Merri Creek
Path
0.2 - 1.0Vegetation
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POPULARITY
The popularity map is similar in algo-rithmic composition to the noisiness map and again it is subjective. This map however has specific values given to areas that we decided were specifically populated such as the paths (0.2) and the bike path (0.3). This map was gen-erated to have the people voxels spawn and then move within the popular area.
popularity map
site plan
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A highly populated area
is the playground. Kids and their parents compose this popula-
tion. This entails a value of 1.
These blue shaded areas are deemed
popular.
0.3
0.1
0.2
By path
Labyrinth
Path
0.5
1.0
Playground
Oval
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section
gradient over 0.75
gradient map
topography
Gradient
The gradient map has been generated by finding the tangent of each point on the elevation map. This again is easier said than done.
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0.45
0.0
Average gradient
Flat Grassland
0.75Slope along Merri Creek
Tangent = Gradient
Calulate the gradient by using
the tangent of point
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3 Value Maps 45
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Value Map Processstep 1-5
With each character, PixelPark has been designed to emulate our assumptions of how each character would experi-ence the park. The diagram to the left describes our method for how we came about creating the maps that illustrate the different value each character plac-es on each attribute of Quarries Park. Firstly, we found the average house price of the surrounding properties ($1,090,000) and divded this by the av-erage property size. The idea that the prices of the park would be drawn from the surrounding property price came from our readings of Jane Jacobs and her understanding of a park as direct-ly affected by its surroundings. Then depending on the character, the differ-ent attribute maps would either nega-tively or positvely affect the base value of $4037 for each square metre. This would then force players to different parts of the park to collect higher value voxels.
Data of Merged Value Maps
Merged Value map
Attribute Maps to be merged
Base Square MeterageValue
Map
Properties directly
surrounding Quarries Park
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{
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This old lady likes to come to Quarries Park to relax and get in a little bit of exercise in her day. She loves walking down the bike path to the labyrinth and the views of the city. However, the loud crowds on a Saturday down at Ramsden Oval and the screaming children at the playground is all a bit much sometimes. Her skin is quite sensitive to the sun and thus her preference to sit in the shade.
OLD WOMAN
interesting point map
elevation map
sun map
noisiness map
MERGED MAP
site map
+20%
-20%
-30%
100%
+30%
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Labyrinth
Highest point
Gravel path by creek
Vegetation behind the playground
Large open grasses area / 0.2
Fitzroy Football clubhouseThis area is where the vegetated areas
of the park be-come wilder and
The Sound map is quite extreme due to the old womans dis-
like of loud areas.
Particularily subdued, the
elevation would almost uniformly raise the price of
the land.
The labyrinth is the old womans most favored spot as it satisfies her ideal perception of the
park.
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RUNAWAY
interesting point map
vegetation map
sun map
popularity map
MERGE MAP
site map
+20%
-20%
-30%
100%
+30%
This naughty child has run away from her parents because they wouldnt take her down to the park today. All she wanted to do was play in the play-ground, traverse the impossible laby-rinth, explore the wild creek and soak up the sun. She knows that shes got to stay away from people or theyll tell on her.
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Playground
Back of the house
Ramsden oval
Bike path
Labyrinth
Path
Sunniest spot
Fitzroy Football clubhouse
It is quite notice-able how affected this map is by the
-30% of the Popu-larity map
One of the runa-ways favourite spots
is between the houses and the vegetated area. You can look into other
peoples houses.
Again the labyrinth appears
to have won as the best spot for the child
to hangout in the sun, do something interesting, be
among the trees and away from other
people.
The playground
is too crowded today for the
runaway to go play in.
The paths are set to a level of 0.2 on
the popularity scale. The bike path however is set to a value of 0.3 as it is usually busier than the
other paths.
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interesting point map
permeability map
popularity map
sun map
elevation map
MERGED MAP
site map
+20%
+20%
+10%
-30%
100%
+20%
This property developer wants to build, build, build. He doesnt particularly care too much for the natural beau-ty this park brings to Clifton Hill, he just wants the best land at the cheap-est price. He does have to make sure with that the huge apartment building hes been scheming about for years. He knows that the highest regions within the park arent suitable for building.
PROPERTY DEVELOPER
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Labyrinth
Existing buildings
Gravel path by creek
The other side of the park
Perfect building site
Fizory Football clubhouse
Flat as and close to the road
this spot is perfect for building on ex-cept it is Ramsden
Oval.
The sunlight map is particualy simple and flat.
The other side of the park
is an under utilised part of the park that is wedged between the park and the East-
ern Freeway
The permea-bility of the site is
affecting the value of the square meterage nega-tively in the impermeable
places as they would have higher construc-
tion costs.
The existing buidings are blocked from the park by a
bufferzone of vegeta-tion. It is quite quiet
within this space.
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DOG
interesting point map
noisiness map
popularity map
permeability map
MERGED MAP
site map
+30%
+10%
-20%
100%
+30%
Woof ! Woof ! Woof !
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Playground
Merri Creek
Ramsden oval
Labyrinth
Highest multiplier
Path
Bike path
Large open grassy area
Fitzroy Football clubhouse
This point is popular, loud and
easily accessible. The dog is going to love hanging out with the
local footy fans.
The playground is also a high point
however the dog isn't really meant to be with-
in 15m of the play-ground.
This area is often used for run-ning dogs. A place
where one can easily play fetch.
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ENVIRONMEN-TALISTDamn those neo-liberalist scum - the environmentalist. This park means a lot to this environmentalist. He feels he re-ally needs to be in constant connection with nature or hell lost touch with re-ality. He cant stand how controlled this environment is and is discussed by all the people trampling all over what was once a beautiful forest, he doesnt quite realise Quarries Park was once, in fact, a Quarry.
sun map
vegetation map
popularity map
permeability map
MERGE MAP
site map
+30%
-20%
-20%
100%
+30%
The Sunshine map is the least successful of our maps as it does
not show large variety and thus doesn't particularly
work as well as the other maps.
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Highest point
Playground
Gravel path by creek
Vegetation behind the playground
Zig zag path
Fitzroy Football clubhouse
Made in a similar manner to the perme-
ability map, the vegetation map was built from a basic map of the vegetated areas,
adding the creek and non-vegetated area.
The Popular-ity map is created
using charged lines and points. While also having sections with strict values
such as the play-ground area.
The Popular-ity map is created
using charged lines and points. While also hav-ing sections with strict
vlalues such as the playground area.
The zig zagged path is a lovely little path
that leads down to the roadside. We considered it interesting due to its
landscaping.
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4Game Performance Assessment 59
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Voxels...Voxels...
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Ok?
?
LET THE GAMES BEGIN!61
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Our final assessment of Pixel-Park was the testing of it on site, at Quarries Park, Clifton Hill. We conducted three dif-ferent iterations of PixelPark. These iterations allowed for a clear assessment of the prac-ticality of the gameplay. The first iteration played had each person chasing particular voxel types. The second iter-ation included the use of pow-er ups that allowed the player to have their infected voxels infect other voxels. The third, did away with the power ups, yet allowed the players in-fected voxels to infect other voxels. Our analysis is drawn from video footage and re-cordings on the day as well as a questionnaire that was filled out by the participants in the days that followed.
Participants
JulesAlex 1 Alex 2StanislavStanislavs daughterBillyHattieEdwardHidyDeeGab
GAME PERFORMANCE ASSESSMENT
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What is the most effective voxel and why?
What is the least effective voxel and why?
If there are any adjustments to be made concerning the
voxels, what would it be?
If there are any adjustments to be made concerning the overall game, what would
they be?
Which character was most intriguing/provocative
to play as?
What did you think was the best feature of the game?
What did you think was a bad feature of the game?
Has the studio achieved its goal through the game?
Did you have fun? On a scale of 1 to 10, 10 being the
highest.
Would you be interested to play the game if it were
configured to other sites?
The following questions were asked in the questionnaire and the answers are given as quotes amongst our
analysis that follows
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How do you do a screen shot?
Wheres north?
I cant find north!*facing north*
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Now thats a lot of pollurtion!
Why is the palyground so
polluted?
Pollution always wins...
Theres so much smog!
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ITERATION 1Chasing Particular Voxel Types
This iteration was used to as-sess the effectiveness of each voxel type. Players were in-structed to find as many of a voxel type of their choice, as they could within a 15 minute time frame. This analysis only concerns itself with the game as it stands and the voxels production.
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It was unanimously observed that the pollution voxel were much too powerful within the game system, infecting the other voxel types before the participants could reach them. The paper scis-sors rock rules overly favoured the pollution voxels.
The pollution just spreads so damn fast - Edward
It was eating everything- Billy
eating fast and spreading fast- Hattie
It ate everything. Maybe not intended, but it could be a piece of speculative design. You know? Argumentative, like this is how
In the opposite way to the pollution voxels, the sunlight voxels lost out in the rock paper scissors rules and although at the initial stages of the game were present within seconds there was little to be found.
The vegetation and people voxels were particularly accurate in their positioning on the map. The people voxel stuck to the paths and playground areas. The vegetation voxels were as Alex 2 puts it, reasonably accurate.
People seemed to find the static nature of the flood voxel likable and boring:
Water voxels were also represented quite well, always down by the creek. I particuluarly liked how these water voxels did not move like the other voxels, but stayed in place Alex 2
[the least effective voxel is the] flood - but thats mostly because currently its static. Id like to see it being dynamic, changing the virtual landscape- Jan
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The smogs always winning!
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Maybe thats a metaphor...
LETS DISCUSS..69
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When you started the game was it
exciting? Was there anything around
you, or where you like: what the fuck?
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Yeah like that...
LETS ASK THE REAL QUESTIONS.71
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ITERATION 2Power Ups
Within this test we were able to concentrate on the will of the characters as well as the accuracy of the gamescape. When opening the game, a character is randomly assigned to you. With this the players were playing the game for how it had initially be designed: to get players to consider other users of the park and experience different places within the park due to thinking like the different characters.
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Playing the different characters it was obvious that playing as the Donald Trump-esque property developer came with a clear advantage. As the developer seemed to preference almost all the attributes of the park except steep areas and the creek. Allowing nearly every infected voxel to be worth close to the maximum.
On which character was the most interesting and caused them to think the most about the character, there was a real tie between the dog and the environmentalist:
The dog, I think. You basically like everything, so it's really fun, and not much of a challenge. It works best, when you play as other characters first, so you experience the actual challenges of the game -Jan
The Dog - Alex 1
Dog - Billy
The grandma was also quite interesting, as I had to find high spots with a nice view but couldn't go up steep slopes! - Alex 2
I only played the dog. So, the dog - Edward
The environmentalist? As their value would be harder to get a high score - Hattie
I liked the environmentalist - I was forced to explore around the merry creek. His value spots were pretty clear Alex 2
The objective of the game also seemed to confuse people. As it not explicit. It was found that the game distracted you from thinking about how the system work or even noticing that the voxels were competing with each other. However, this confusion ultimately lead to the players running around the park trying to figure out where their character would gain the highest points for infecting voxels and thus had people traversing different areas of the park. In a roundabout way, this fulfilled the aforementioned goal: to get players to experience different parts of the park. The eagerness of our participants would most likely be much exaggerated compared to people not directly connected with the making of the game.
While we designed the game, it was hard to always be aware of the objectives. In the back of my head I knew that I was meant to harvest voxels, but there wasn't a clear connection between my actions and my score. Or, my actions didn't feel like it affected my score - Jan
Confusion also came with the inaccuracy and slowness of the GPS. Player were seen walking around in tight circles.
The GPS was not efficient enough to catch up the movement of the users - Alex 1
The power ups got people to easily aim themselves at something in the initial stages of the game, forcing them out of the 0,0 spot on oval, which had little voxel generation.
The second game is pretty clear. Because I only need to focus on getting a higher value, I know that going to certain space and eating power-ups will help me get a higher value - Alex 1
7373
-
She doesnt want to be here right
now
She does want to be here right now cause the musics
happy...
Is it?
Oh no, she does
Yes its all happy... *sad music playing*
Really?!
74
-
Does she even know...75
-
Oh, where?
Somewhere over here
76
-
254!?
Im only on 1
77
-
ITERATION 3Voxels Infecting Voxels
In this iteration the voxels each player infects begin to infect other voxels without the use of power ups. This iteration was particularly funny as everyone was able to get quite high scores, in the millions. However, this took away much of the challenge of the game and one could just infect one voxel and wait for this voxel to infect all of the other voxels. Though this did more accurately represent our groups value maps the voxels eg. 270 voxels = $1,090,000.
78
-
In PixelPark, were you clear in what to do?
The gamescape ac-curately represent-ed the park.
The voxels effec-tively represents the systems in the park.
There is enough time to adequately explore the park be-fore the game ends.
2 DISAGREE 3 AGREE
0 1 2 3 4 5 6
In voxel park, wereyou clear in what
to do?
The gamescapeaccurately
represented thepark
The voxelseffectively
represent thesystems in the park
There is enoughtime to adequately
explore the parkbefore the game
ends
Physical Performance
DisagreeNeither
AgreeStrongly Agree
2 NEITHER AGREE NOR DISAGREE
3 AGREE
4 DISAGREE
1 AGREE1 NEITHER 3 STRONGLY AGREE
1 AGREE
0 1 2 3 4 5 6
In voxel park,w
ere you clearin w
hat to do?
Thegam
escapeaccurately
representedthe park
The voxelseffectively
represent thesystem
s in thepark
There isenough tim
eto adequately
explore thepark beforethe gam
eends
THINK MO
REINTERACT
REALIZEE
PROVO
CATIVE Perform
anceSTRO
NGLY Disagree
Disagree2Neither
AgreeStrongly Agree
PixelPark directed me to seek out my characters hot-spots.
PixelPark direct-ed me to different parts of the park.
PixelPark made me explore the park differently.
PixelPark made me aware of the other users in the park.
PixelPark made me aware of the ele-ments in the park.
PixelPark made me interact with others in the park.
In character, Pixel-Park made me real-ized how different people would per-ceive and explore the park.
4 AGREE 1 STRONGLY AGREE
1 DISAGREE 2 AGREE 2 STRONGLY AGREE
ALL AGREE
3 AGREE1 NEITHER1 STRONGLY DISAGREE
3 NEITHER AGREE OR DISAGREE 2 AGREE
2 DISAGREE 1 AGREE3 NEITHER AGREE OR DISAGREE
1 DISAGREE 1 NEITHER 3 AGREE
The following questions were also asked in the questionnaire and these are the statistics from the assessment
79
-
80
-
Wow...
Whats even happening?!
Youre killin it...
Look!
Imma infect these god damn
voxels!
$158544!
81
-
82
-
THE LANDSCAPE TEAM CONSIDERS THE GAMESPACE STUDIO A SUCCESS AS IT WAS ABLE TO ACHIEVE ITS MAIN OBJECTIVE OF REDEFINING HOW WE EXPERIENCE THE ENVIRONMENT. PIXELPARK IS A CLEVER GAME THAT PROVOKES ITS USERS AND PROMPTS A DISCUSSION.
EVERYONE AGREED THAT PIXELPARK MADE THEM EX-PLORE THE PARK DIFFERENTLY. GOAL ACHIEVED!
83
-
584
-
5CONCLUSIONOur contributions are in need of tweaking but none-theless, successful. For more developments, the landscape team could de-velop value maps that analyse the park in further depths. Perhaps these maps could encompass a larger area of the park, if Unity would allow it. Also, the type of value maps could have a wider cover-age since these maps are not as specified as they could be. The landscape team has gathered an understanding of algorithms that have great potential to be utilized and further developed in future studies. The gamespace studio has allowed us to explore how we perceive what we have come to know as architecture through returning to fundamentals. Why do we do this or that how we do it?Why cant we do it differently? 85
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G A M E S P A C ES T U D I O
A I R 2 0 1 6 S E M E S T E R 1
86