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     EuroSubconscious
 

  Euro Map

 

 

      EuroSubconscious
   An example of Surreal
                                  
  • As one of the sets of collected global architecture (the dream structures), the EuroSubconscious terrain is just one example of the surreal themed areas
  • By being surreal, these structures fit into the the theme of being within "Nemo's Mind"
  • The EuroSubconscious terrain shows how powerful sets of architecture can be.  It is restricted to only structures that are physically round in some way, to show the richness of global architecture..  fire circle, Stonehenge, Greek temple, Roman amphitheater, Roman lighthouse, castle, park with gardens and gazebos, dome capped hall, carousel - all round.
      Placement in the Navigation Scheme
                                  
  • If the explorer follows the beach all the way around from Genesis Beach until the beach turns West, they will come to the end of the beach (sand) and find the lower reaches of the EuroSubconscious
  • The area can only be accessed from the beach, so the explorer could run into the cliffs that protect it and then funnel down to the lower end
  • If the explorer misses this area in the first pass then they will hear about it later when comparing notes with other explorers

 

 

  Theme Tags
                                  
  • Surreal - interactions with the architecture
  • Global - architecture and art
  • European landscape 
  • Time - architecture is arranged by era

 

  Theme
 
  • This terrain is a turn of the century (the other one) European view of its own architectural roots - this terrain is an example of how easy it is to take our rich global heritage and be able to fill a whole terrain with architecture within any constraints desired - this terrain sticks to spherical influenced architecture, columns from ancient Greek to present day, and in this case all European all architecture.
  • Will look like a turn of the century landscape painting and the terrain selection screen picture of this terrain will reflect that.  A bluish white distance fogging (non-gamers will be fascinated how structures can be in distance fogging and then disappear or reappear) possibly mixed with clouds as back drop to gently rolling hills and structures, reminiscent of Maxfield Parish. All structures are round or have motifs incorporating spherical or circular architecture.  Lots of European structured park and garden effects such as well defined paths and lawn cut in a circle around the base of trees.  Very European style manicured terrain. Beach  terrain reflects turn of century fascination with ancient Greek and Roman.  Structures as you climb from beach are old ruins and become more recent architecturally as you move up the slope - time theme.
  Details:
 
  • There will be an alternate terrain to this one in all gray scale (with some spare hand coloring effects).
  • Terrain is a series of climbing terraces with up slope on one side and cliff on the East side  - slope curves around the side of a hill - so much of terrain is blocked to keep those frame rates up - worn paths through the rock where grass areas are separated into terraced steps up the slope
  • can be a mix of rock slope or grass plus as many trees as allowed by the engine - possibly modeled trees since they will be art - not just detail - mix and match sets of branches
  • as participant moves from one terrace to another the path gets smaller with higher altitude - everything is progression - as structures get more modern the path becomes smaller - what does it mean?  - doesn’t always have a point - in this case it is aesthetic and the participants can yak about significance and assign personal meanings - like they will with everything else
  • the thumb-nail below is an outstanding show of the mystery this terrain will have - click on picture for more details and comments
                              eurolandscape.jpg (60457 bytes)
  • a whole study of the use of columns and arches could be made as you climb the centuries of Europe
  • no sky box on this terrain except for the carousel - going for detail and fogging effects
  • only the base of hills need to be detailed - with distance fogging only the bottom will be seen - on surface the bluish white distance fogging will be like a super hazy day and surreal - suggestive of a European version of heaven
  • distance fogging of bluish white (fogging in all 6 directions - will work for the POV whether in the land or water part - since water is sun lit and coral sand bottom (bluish white) - surreal
  • to add detail to the terrain use non-solid brushes beyond barriers such as garden walls, streams, islands - for instance a more detailed tree can be used if it is kept at a distance and is non-solid geometry - or a huge spherical theme architecture for looks only
  • like going deeper in the "lagoon terrain" the day changes to evening and then night as you climb the slope
  • use Maxfield Parish colors - landscape themes popular during last turn of century
  • Lion statues - gryphons, human figures etc. can be used as static architecture and as animated wandering stone creatures after the explorer passes through them
  Terrain
  Initial Flight
 
  • Nemo:  "I spend my last days dreaming in and out of this fantastical refuge where I revisit my memories.  At any time my history haunts me, then I find solace in these treasures and hope I can grow to love the good of humanity again"
  • screen goes dark - ambient soft wave sound continues - graphics fade from black to a top down view of water coming up at gravity rate - loud splash as camera plunges - top down view - into the depths - a few bubbles coming up as camera goes by but not enough to really notice the bobbing movement of the camera view - view corkscrews downward rotating camera counterclockwise - scene rotates clockwise
  • then the top of the StoneHenge (details at resource page) comes out of the distance fogging and then view slows and scene rotation (corkscrew motion) stops - showing the structure on plain sand bottom - with this visual reference it becomes obvious the camera view is the first person view of a dolphin (or at least a mammal - tail is horizontal so view goes up and down vertically in relation to the dolphin - versus side to side for fish) ambient underwater dolphin talk kicks in
  • the camera moves as fast as allowed - to weave in and out of the stone columns - stopping once in a while to look at a detail - a sharp turn or two and some over the back twisting reversals of direction
  • before moving camera to shore - the view looks straight up and the dolphin lets go of a bubble ring (dolphins can blow bubble rings like a smoke ring from a cigarette smoker) - more tie-in with sphere and circular theme
  • camera/dolphin bobbing view moves toward shore - maybe a cheap way to go from dark depths to more sunlight (this is continued as the user climbs the slope once out of water- the day gets darker until it is completely dark at the top of the terrain) - parallel patterns in sand are at right angle to path - sun is visible through water on the upward bob of the camera - movement to shore takes just long enough that the sun will be predominate - another sphere
  • in 2 feet of water the view transitions to 3-4 feet above ground in the middle of the Temple of Delphi ruins - the only structurally round Greek dream temple? - the base of the temple is rock - fit together in circular platform connecting into Greek style road going inland - around the corner road is broken up and dirt/grass covers over more and more of it
  • this and any other structure on this terrain might use lots of translucency to add to that surreal dream thing
  • disable voice talk until after camera flight for mood setter
  1st Terrace: The Beach
 

                           click to map

  • first structure up slope from Delphi is an open air sunken amphitheater - circular of course - circular is a symbol of gathering - do something theatrical animated here? By voices only? - Shakespeare is in vogue (only for the last 4 centuries) - add faded murals on all walls
  • a lot of ancient Greek art with their caricature of dolphins can be used for murals
  • Roman Light House

 

  2nd Terrace: The Castle
 
  • As the explorer goes up the path they come to a circular castle Moat that materializes as they approach.  The castle is a bare shimmer of transparency
  • Must make way around moat until finding draw bridge and then same with castle wall
  • to preserve the "round" theme, the castle is rounded square structure with round towers at each corner
  • Structure becomes semi visible only on the parts the explorer is upon and so makes it a maze to figure way up into castle.

 

  2nd Terrace: The Park
 
  • Lion statues flanking path into 2nd terrace
  • lots of lawn - tree park - tall elliptical trees
  • old style Victorian gazebo - round - with chess set? - could do some funky portal stuff with the Gazebo openings on each side, maybe showing the different areas of the terrain?
  • big old Oak  tree with branches reaching out over a static waterway (all is peaceful - balanced with interaction - initial demo may not have much interaction but it is still art, still an enhanced chat, still new to non gamers) - big enough to walk the branches
  • pond comes into a very wide spot and a foot/carriage bridge crosses - the bottom of bridge matches up with water reflection to make a perfect oval - but still see the foundation going straight down below the translucent water
  • on the upper slope side a mini aqueduct feeds the pond  - pond has an overflow into underground drainage or over the cliff or down through the lower terraces and onto the beach

 

  3rd Terrace: The Garden
 
  • sun-dial  - no shadow - timeless - in the middle of a stepping stone path
  • 4  arches - participant only sees 4 garden arches with a different season within each portal - entering puts participant into a small round walled garden -  Spring growth - Summer abundance -  Fall colors - Winter snow and ice  - frozen ponds and leafless trees versus...
  • 4 arches garden has a small pond, bench, boulders, possible fountain, statue, one tree, one bush, brick work on ground, so texture of something like the brickwork would have leaves on the corners in one season, grass growing through the cracks on another, snow covered on another...
  • so as the garden is designed visualize the shadowing of texture on stepping stones with light snow
  • in transition area between terrace 2 and next terraces put a fancy stone foot bridge gapping a ravine
  4th Terrace: The Gallery
 
  • see resources page for ideas on paintings
  • imagine walking down a gallery and the 3D paintings, on both sides of the participant, have separate elements inside each that shift against each other and the overall background - the first question through the participants mind is "cool, it moves, can I walk into it?" - although we might do restricted look only portals on this with one walk in painting for variety - would be very cool if one painting was a warp to the backside of another and could exit out another paintings canvas
  • the graphic below shows a great way to present the 2D/3D paintings in an architecture that is pre-turn of the century and at the same time has a spherical theme - each painting will be multiple panels of 2D textures so that as you walk down the gallery you see the elements of a picture scrolling against other elements placed further back into the picture - click on the thumbnail image to see a great example European gallery with columns showing those ancient roots and spheres! 
  • click on image to get detailed view
                      Gallery.jpg (67056 bytes)
  • need a pointillist (painting by dots or daubs of paint) picture that only lines up all 3 transparent panels from a certain vantage point to see the painting
  • make it so can walk in among the painting panels - so in the reference picture above make the murals come down to the floor so they can be entered - may be crude but gives the promise that someday all these elements will be colored statue/models - a tableau
  • need a Winter scene with several transparent animated textures of snow falling - have token animated textures in the other paintings?
  • may have to put 2D panels far enough back in the painting that it doesn't mess with frame rate
  • could make the gallery surreal by having doors of water and ability to swim up to any details such as the ceiling and column tops once inside the gallery
  5th Terrace: Carousel
 
  • refer to the carousel details within the main design document - all the details probably can't be accomplished for this shareware demo
  • this will be the token interactive art for this terrain as example of what could be done though out every terrain of the future evolved program
  • the big draw of this terrain is the carousel - users will habitually do the dolphin camera ride and the walk up the hill side and this ritual will train anticipation/objective
  • possible local fogging to complement distance fogging
  • once within a certain range then carousel lights start turning on - music - carousel doesn’t start spinning until both participants are on the platform
  • once on and carousel is spinning it rises up until fogged in all 6 directions and rotation stops as it rises into a sky box that simulates spinning without any fogging - so skybox is a rotating camera including stars and a moon actor
  • if no local fogging then rely on distance fogging - rising into a sky box that converges slightly towards top so that rising through it will cut off distance fogging
  • a full moon is placed with the stars and has a surreal animation of its own - moon rotates at a visible rate and the surface is much wider than possible - animated galloping horses across the surface etc. transforming to racing jumping dolphins - ideas? - some kind of animation or static rotating images on the moons surface
  • interactive element is ability to stop rotation or adjust the speed from stop to the fastest speed the frame-rate can handle - and ability to make carousel go back down to the ground
  • door in center housing of carousel allows climbing up to roof of carousel to see rotation of the top of the skybox stars
  • bottom of sky box is clouds curving downward with curve of earth so when fogging drops below this point it will have a visually controlled transition (combined with a painted cloud band around the sky box)
  Carousel
  Overview
 
  • this is an example of how a structure could be used in a surreal sense in the dream structures
  • its round/semi spherical, interactive... this is a detailed example of an animated dream structure that stretches that theme a bit - may not go into the program but is used as example of surreal effects and interactivity with out taking away from the designs the global village will throw into this program
  Theme
 
  • a symbol of youth - and any association with youth becomes a memory of times when we were closer to the dreams we remembered better in our youth - perhaps each set of dream structures should have something strictly limited to child-hood associations
  Detail
 
  • this example implies a park setting as a tap into the subconscious dream world - an example of the most modern of all the structures that will end up on Nemo’s Mind
  • a park setting with bridges and ponds as the center of dreams 
  • as you approach the carousel its purpose is not apparent - roof is vaguely a carousel roof with broken lamp posts hanging upside down from edges of roof - an evening dream sequence starts up/so it fades in and swirls in like clouds - lamps turn on and music fades in - then the core center of the carousel's rotating background - then a zebra going opposite direction - then a lion chasing it - and then both turn into saddled carousel rides - another pair appears 2 dolphins jumping - 2 horses playing - kangaroo and ostrich - some pairs become rides right next to each other and some stop to become rides one behind other - like a giraffe and baby - some of this is activated as you step closer and others by sequence - don’t make it so player can test by inching closer and closer - should only be a few triggers by distance - once explorer is on a saddle or bench then carousel lifts off into the stars passing by the skyscrapers
  • can crawl up through door in center to the roof and quieter music - only way off is to step off the carousel - stepping off triggers animals flying  off into the star patterns after turning back into live creatures - as glow of lamps die the ground appears like you never left it and terrain fades back in - symbolizes how all carousels take us away from where we really are - see the constellations - maybe some cool motion blur to give the stars circular tracks against the sky as the view rotates
  • a golden ring as dream artifact (for use at the dream sphere) at the carousel
  • when carousel lifts up it climbs and rotates slow to see the terrain slide downward and possibly catch participant off guard instead of being obvious the carousel is lifting off - great example of the detail needed in tomorrow's art interactive programs - to control the carousel the explorer could ride the turtle slows the carousel down for that participant and riding giraffe/rabbit speeds up/climbs to highest altitude etc. crocodile would bring back down to the earth
  • carousels mural on the middle part is longer than realistically possible by a 100 fold - give another thing the player can do - watch the art flow by - the mural screen could flow up or downward and even reverse directions
  • mural could be 2 layered/ 2 panels deep for scrolling effects
  • all this to powerful music like the ninth track "Message" off Vangelis' "Direct"

 EXTRA RECOVERED NOTES!!!!!!!!!!!!!!!!!

  • This terrain is a turn of the century (the other one) European view of its own architectural roots - this terrain is an example of how easy it is to take our rich global heritage and be able to fill a whole terrain with architecture within any constraints desired - this terrain sticks to spherical influenced architecture, columns from ancient Greek to present day, and in this case all European all architecture
  • Will look like a turn of the century landscape painting and the terrain selection screen picture of this terrain will reflect that - a bluish white distance fogging (non-gamers will be fascinated how structures can be in distance fogging and then disappear or reappear) possibly mixed with clouds as back drop to gently rolling hills and structures - reminiscent of Maxfield Parish (use same sepia type colors) - all structures that are accessible are round or have motifs incorporating spherical or circular architecture - will have lots of European structured park and garden effects such as well defined paths and lawn cut in a circle around the base of trees - very European style manicured terrain - earlier part of terrain reflects turn of century fascination with ancient Greek and Roman - structures as you climb from beach are old ruins and become more recent architecturally as you move up the slope - time theme
  • Anything to be surreal – max out on that in the dream zones
  • a whole study of the use of columns and arches is made as you climb the centuries of Europe – a study in how much can be done within self imposed restrictions – showing a tight theme – such as all structures must be round – all else is in ruins
  • the big draw of this terrain is the carousel - users will habitually do the dolphin camera ride and the walk up the hill side and this ritual will train anticipation/objective

 

  • General Details
·        Surreality
  • structures might use lots of translucency to add to that surreal dream thing
  • Invisible structures that only the light of the user reveals parts or the structure casts shadow from user – so all is darker and lighting up the floor within rooms shows edges including stairways - use this to flesh out decayed structures!!! Such as a whole castle structure fades in just barely with the light of the user!! – but parts are still physically in place as ruins – also end up getting high into castle and look down on surroundings – perfect DENSITY!  More into one area – overlap even – so dynamic views etc. and of course lends to that surreal impact – can use cheap over used textures since little is seen at a time and it is see thru
  • there will be an alternate terrain to this one in all gray scale (with some sparse hand coloring effects?) so alternate terrain will be limited to 8 bit color – or just limit it on individual textures and leave the buildings colored? Less texture memory!!? Less work on the textures if I did this in all 3 terrains so wouldn’t have to have very good textures for the natural stuff!!
  • Do euro in total sepia tones and color? (easy to do with gray scale textures with one color added and vertex shading – cheap on texture memory) – subdued colors – maxfield parrish style – faded unique color style but all in warm tones
  • Triggers when leaving an area rearrange structures and tress perhaps into or out of circles – perhaps some structures have disappearing parts or more is added to the area or replaced!!!!!!!!
  • Have fairy lights that move by self near user to show off shadowing on 3D and height map surfaces
  • Make some structures that do incredible things with snow or rain – maybe like a rain spout with a fountain effect? Or sprays in a fan into lights?

 

  • Landscape

·Use terrain objects for waves to have real crests and troughs hitting shore – have another right at the shore edge to simulate fall back – or 2 sheets in an oval pattern loop (motion of terrain object as seen from side) so each sheet falls back into ocean

  • dunes and beach and under water sand wavelet surfacing and an algae area would be real easy with the terrain objects texture - smooth dunes and with some wind cusps
  • could do whole euro terrain in saturated monocolors such as all of a temple in purple etc, the landscape in gray etc!!!
  • use polygons for brick paths and roads etc to define color from terrain sheet!!

·on overused natural textures stretch and rotate and color within editor for variety,  might be able to put them on top of each other as one texture, AKA materials in WT

·for grass of landscape mix dark and light greens on the terrain object texture with rock browns as transition to cliffs for blotchy product – copy rock textures directly from the ones on polys to the transition areas of the terrain object texture for good color match

·excellent grass texture in 3D artist mag #41 p. 15

  • Lotsa decayed/scavenged structures in euro, paths, walls etc on upper slopes – time theme
  • Many ruins or fragments of European stuff lying along paths up = so simple textures and suggestions of architecture would be easy
  • only the base of hills need to be detailed - with distance fogging only the bottom will be seen - on surface the bluish white distance fogging will be like a super hazy day and surreal - suggestive of a European version of heaven
  • to add detail to the terrain use non-solid brushes beyond barriers such as garden walls, streams, islands - for instance a more detailed tree can be used if it is kept at a distance and is non-solid geometry - or a huge spherical theme architecture for looks only
  • use Maxfield Parish colors - landscape themes popular during last turn of century

 

·        Path

  • terrain is a series of climbing terraces - slope curves around the side of a mountain - so much of terrain is blocked to keep those frame rates up - worn paths through the rock where grass areas are separated into terraced steps up the slope
  • trail color in european dream is deeper in the climb spots and stair step areas stone that is put in for steep areas versus less trail in the open and flat areas, darker green in some and dirt show through in deeper cuts of steeper areas
  • as participant moves from one terrace to another the path gets smaller with higher altitude - everything is progression - as structures get more modern the path becomes smaller - what does it mean?  - doesn’t always have a point - in this case it is aesthetic and the participants can yak about significance and assign personal meanings - like they will with everything else

 

·Trees

·Trees - they will be art - not just detail

·Surreal textures on trees – rocks – etc that move and shift just barely noticeable?

·make lots of details like rocks and trees plants as non-solids to increase detail without collision

·put lots of trees on slopes out of reach of user collision - highest ones way up on slope in 2 panels, maybe whole forests on big texture stretched way out

·if 2 panels in a cross used as standard fake 3D trees then try flattening cross (as seen from above) when further away such as just out of reach

·see last half last episode of fantasia where only the trunk and bare branches are close enough to the ground for close inspection and leaves and smaller branches up higher – and maybe high enough that the 2D textures are always oriented to explorer but high enough not to notice – this lends to the big trees of panoramic outdoor paintings – mix with other trees that are available for close inspection mixed with 2D detail that is not close inspectable

·see mt. Olympus episode of fantasia for vegetation and classic gazebo – if surreal textures and SHAPES are used then it works – for instance maybe a real cool trunk and branches and then wrapped in a shape (like a misshaped balloon) that accents the branches that is transparent green and leaves that are not transparent but swirling around the surface of the balloon!  Maybe use a particle effect with leaves that swirl around the branches!– off colored/multi-colored

·Need a very distinct tree style – billowy, cloud like in every environment

·mix and match sets of branches

·add shaders to foliage with leaves in them that shift at adjusted speed to make look good – if I totally forget about realism and just use the ability of the editor then could have obviously surreal trees that are very cool!!

 

·Rock

·The whole euro dream cliff all way up mountain is a giant dragon!! As seen by the light house – head is at carousel – very noticeable up close - or just do this for one area!! Or perhaps a rough stone dragon shape to a ridge that surrounds one of the areas such as the garden – or have some shapes in stone that are visible from distance and then as approach the 

·Massive amounts of cool fantastical rock geometries, arches, islands of rock with plants and trees on top – very up an down 3D – have 2 rocks that juxtapose from certain angle or from certain planned vantage point to line up into bird shape etc. –also rocks that transform on triggers so from distance they are obvious – heads – creatures, etc. Surreal!!!

·Combine textures and colors for rock variety with less texture memory – perhaps gray scale with colors added or textures switched to gray scale in some areas and different colors added

·For 3  texture layer: could do 5 rock textures with one of 3 crack textures with alpha fade on edges of crack to blend in with layer of texture underneath plus shaders and lights for color variety – maybe some alpha textures (mottled?)to add combinations of color and detail!! So some basic rock textures plus some alpha crack textures (that will not take up much memory) and some alpha textures to mix all together plus lighting!! – so one cliff face or one boulder could have bunches of colors and mixed rock!! – a polygon crack could separate 2 distinct layers of rock for horizontally running structures

·3 or 4 rock textures plus shader layers make a lot of variety – take huge rock texture with big crack running through it and use parts of it rotated in any direction and stretched/condensed to make one huge meandering vein that is the same texture used 20 times – funky manual tiling – make lots of transitions between different types of rock textures – rich – also use terrain to give transitions from one rock patch to another etc. – mix green into edges of rock textures to be used as transition to ground and as horizontal parts of rock with moss on um – more cracks in rocks at top where moss etc breaks it up – also add extra rocks/polys at top and bottom for transitions

·alternate rock structures with some cliffs with vertical cracks – some with horizontal and diagonal

·mix polygons and textures to make rocks stand out - have a lateral line separating 2 colors of rock or just use shaders/layer to change color

·use red ochres, blues, blacks, browns on rock textures

·Use a string of lights to accent a layer of rocks – or even better, use a spot light that can only hit designated polys so that it only effects the rocks and is filtered by a spotty alpha filter!!! Surreal

·add falling rock and other movers, decaying structures falling apart

·use green moss texture on rocks in ponds too

 

  • Skybox—Fogging

 

  • make a long skybox with a camera that is on a path through it that matches with the location of the explorer, have a dark light that is centered off the side and out of the skybox and on a timed path to bring evening into the  skybox, could have a mix of 2 or 3 sunset lights on a time path to set upon the ocean side of the box!!!, the carousel lift off and passing through local fog and into a cylinder skybox of night stars would be easy now
  • do what ever I have to make distant objects have haze such as the skybox - put local fogging in it or paint the sky box texture or do local fog in some geometry mountain peak
  • like going deeper in the "lagoon terrain" the day changes to evening and then night as you climb the slope – if skyboxes are used
  • put polygon structures in skybox or snapshots of so all looks match up!! So continuing slope looks like the nearest cliffs
  • If use fogging through out then no skybox needed and make more polys or do a low sky box for some variety and sky color
  • distance fogging of bluish white (Maxfield Parish)(fogging in all 6 directions - will work for the POV whether in the land or water part - since water is sun lit and coral sand bottom (bluish white) - surreal
  • use different colors of fogging, do bluish and white mixed in lev 3 Euro sub – blue in one area and white overlapping in another and different intensities – going for landscape look of maxfield parrish era with painting look
  • make the low horizon of skybox the same color(s) as fogging – mixed distance fogging colors? Different color in different directions?

 

·       Environments

  • Stonehenge and Camera Path

 

·terrain select screen picture shows a Greek temple in shallow water next to beach and park like terrain with clouds and mountain - hover sound on picture is soft wave sound - framed in a formal classic oval frame

·after selecting terrain the screen goes dark - ambient soft wave sound continues - graphics fade from black to a top down view of water coming up at gravity rate - loud splash as camera plunges - top down view - into the depths - a few bubbles coming up as camera goes by but not enough to really notice the bobbing movement of the camera view - view corkscrews downward rotating camera counterclockwise - scene rotates clockwise (the spiral terrains)

·then the top of the StoneHenge comes out of the distance fogging and then view slows and scene rotation (corkscrew motion) stops - showing the structure on plain sand bottom - with this visual reference it becomes obvious the camera view is the first person view of a dolphin (or at least a mammal - tail is horizontal so view goes up and down vertically in relation to the dolphin - versus side to side for fish) ambient underwater dolphin talk kicks in

·the camera moves as fast as allowed - to weave in and out of the stone columns - stopping once in a while to look at a detail - a sharp turn or two and some over the back twisting reversals of direction

·for initial camera down to Stonehenge: use a big light at surface in fogging/water so it appears getting darker as you go down – may have to use fullbright on Stonehenge

·before moving camera to shore - the view looks straight up and the dolphin lets go of a bubble ring (dolphins can blow bubble rings like a smoke ring from a cigarette smoker) - more tie-in with sphere and circular theme

·camera/dolphin bobbing view moves toward shore - maybe a cheap way to go from dark depths to more sunlight (this is continued as the user climbs the slope once out of water- the day gets darker until it is completely dark at the top of the terrain) - parallel patterns in sand are at right angle to path - sun is visible through water on the upward bob of the camera - movement to shore takes just long enough that the sun will be predominate - another sphere

·disable voice talk until after camera flight for mood setter

 

 

  • 1st Terrace
  • Beach

 

·        Greek temple

·in 2 feet of water the view transitions to 3-4 feet above ground in the middle of the Temple of Delphi ruins - the only structurally round Greek dream temple? - the base of the temple is rock - fit together in circular platform connecting into Greek style road going inland - around the corner road is broken up and dirt/grass covers over more and more of it

·simple? – to set up expectations –but very detailed chunks missing etc. rough rock surfaces and algae etc. – maybe later on transforms to painted with friezes etc.

·a lot of ancient Greek art with their caricature of dolphins can be used for murals

·make sure shallow water shows as such by coloring the terrain differently as a lighter color than rest of beach

·Delphi in Phocis ancient city famous for its oracle of Apollo, Apollo is Greek and Roman god of music, poetry, prophecy, music, delphinic, delphin - adj of or pertain ing to Delphi, Delphinus - The Dolphin a  constellation, could use for an animation from sky or in the Dream Sphere

·Roman numerals1 is I, 10 is X, 50 is L, 100 is C, 500 is D, 1000 is M – put a date on one of my ruins as a connection to roman theme

·much of the greek/roman tops of columns and details within murals are gilded

·make friezes by simple colors with out shading and bump maps – should be able to put 6 rows or so of friezes on one texture – could make the friezes scroll around the temples in surreal manner

·Put water reflected dappling on the above water greek columns

·butterfly icon in my NM ideas/motivation folder has a great beach make sure first temple at beach is simple but painted Doric columns and decayed – bottom of columns under the sand

·column parts that rotate?

 

·Amphitheatre

·Amphitheatre and other structures are askew and half buried and trigger makes them sink into ground as fresh version comes up – maybe slightly larger versions with fresh paint engulf by sliding through the old

·Façade behind and on top of the stage – backdrop and side temples should exhaust my roman details for friezes and tympanum

·Side temples of the amphitheatre are in honor of the drama presented - celebrations

·To add to the drowned past idea in euro dream, make amphitheatre half submerged!! Maybe fed by broken aqueduct so it is above ocean water – same Aqueduct feeding fountains and pond on upper steppes? 

·first structure up slope from Delphi is an open air sunken amphitheater - circular of course - circular is a symbol of gathering - do something theatrical animated here? By voices only? - Shakespeare is in vogue (only for the last 4 centuries) - add faded murals on all walls

 

  • Roman Light House

·Hide path to next area so the user goes to the light house and can see the next area and has to find the path – maybe an arched rock and small path going up rock on other side and off to side so not obvious

·make sure camera FOV is good for player and sky box cameras - the highest camera in light house skybox may need a different focus to make it seem higher such as narrower!! - to take screen capture for use in the light house (see sketches) skybox change view before screen capture to give it a far away look and to facilitate making a 360 view inside of skybox

 

  • 2nd Terrace (in the pursuit of density, previous areas are combined – such as the gallery and gazebo pond)

 

Gazebos

·lots of lawn - tree park - tall elliptical trees

·Lion statues flanking path into 2nd terrace

·Lion statues - griffins etc. can be used as static architecture or add facial animation?

·guardian lions that move when not looking but could see in reflections?

·Animated statues – and ones that change position every time you look away – or adjust on cues

·a  plethora of gazebo’s is a cool variety with multiple related structures versus just one

·old style Victorian gazebos - round - with chess set? - could do some funky portal stuff with the Gazebo openings on each side, maybe showing the different areas of the terrain?

·Fancy elevated gazebo’s, 4 sided stair entrances, make one that is open on all sides and circular steps all around – make one with stair step ceiling that copies and is lined up with the sunken steps down to a statue with the top of roof as steps continuing to top of gazebo – pond could even connect into a pool at bottom around the statue – or could have floor of gazebo top open to the bottom so big statue reaches up from bottom to upper area -– so huge gazebo as far as footprint over ground

·make an invisible statue that has a rotating spotlight on it so shadow is on ground - would be cool to  combine with a tree that casts a human shadow! Or something very suggestive of it and very visible from a vantage point or from gazebo

·big old Oak  tree with branches reaching out over a static waterway (all is peaceful - balanced with interaction - initial demo may not have much interaction but it is still art, still an enhanced chat, still new to non gamers) - big enough to walk the branches – at least big enough that it is a monument in itself versus just a mood setter

·pond comes into a very wide spot and a foot/carriage bridge crosses - the bottom of bridge matches up with water reflection to make a perfect oval - but still see the foundation going straight down below the translucent water

·ponds with clumps of water lilies some with flowers

·make still water reflective and add a tint on the surface to make it look like water surface – if texture is not animated

·on the upper slope side a mini aqueduct feeds the pond  - pond has an overflow into underground drainage or over the cliff or down through the lower terraces and onto the beach

·see waterfalls in FAKK2 demo for the waterfall in the euro and for ideas found in underwater view of waterfall in lagoon

·Skybox layer behind waterfall - extra movement!!

·statue in the middle of a park setting shows the stage of life relating to the season - but all are joyous and non-denominational - children spring - couples summer - accomplishment - fall old but happy and peace full watching same children from earlier - a time theme here

·have  lights of a structure turn on - for surreal have some change colors

·make an invisible statue that has a rotating spotlight trained on it so shadow is on ground - would be cool to  combine with a tree that casts a human shadow!

 

  • Gallery (gallery it self with the paintings and pond could be a demo by its self if a workable voice program already in place)

 

  • central dome on the island and visible porches are straddling pond – so only access is by going up porch and door opens as gallery rises up from water – maybe water falling off the roof as it rises!
  • From off the porches you can see the central dome and the columns – from inside the gallery it is walled off to outside as part of the internal gallery
  • Either gallery rises up out of ground between the doors or is a portal at the doors – the portal would be very surreal since the user can’t see it from off the porch – if gallery rises up out of ground or even in a portal then columns could come out of walls, sliding in from side or spiraling in! – maybe electric lights turn on
  • The whole gallery is organic overgrown dense detail, overworked, constantly changing detailing turning into other rossettes etc.  insects and lizards and butterflies etc all over the detail and porch iron etc. will match with the statues reaching to the sun – all grows upward and all creatures oriented on the vines etc facing upward
  • If the gallery rises out of ground and other details grow into place – then have windows move like leaves falling upward as the last things to fall into place or maybe the first – sky boxing inside windows would be super cool as they slide back and forth in a leaf motion
  • Later versions the vines constantly grow and rosettes have shifting parts and backsides that rotate around to the front for a different rosettes continuos movement – if vines and growth is allowed to overlap and going at different speeds then the movement is completely dynamic and unpatterned versus tiled movement
  • Growth from root buttressed columns – so the classic wide base! Huge flower rosettes in ceilings – and animated of course – for more overgrown look have the columns project out further and the sound and bulk of the fountains also add to the ovegrown – make the architecture first and then throw the organics on – such as vines – then I can add and subtract from the basic architecture until it is right – make the organics random – so very heavy on some columns etc! but obviously of wood or stone – make sure columns visible behind vines Gothic! So separate organics could fade in or out
  • Organic sounds as the details grow upward and back into the structure?
  • Windows placed like that is the opening in the growth
  • could make the gallery surreal by having doors of water and ability to swim up to any details such as the ceiling and column tops once inside the gallery
  • to emphasize organic could have a sheet of fog slanting upward toward and above the explorer that recedes and raises and dissipates to reveal ivy structure as if growing from bottom to top – how to emphasize this? – possibly by having structure grow into place from ground up instead?
  • Floor of gallery blends into the ground of paintings – this adds to organic of vines and columns combo – and the paintings seem like real openings with natural ground in those – but a separation transparency to separate– some with steps down to a lower ground
  • Try to make any statues and busts in gallery contrast with greek and roman marble statues by using metal – to  go with iron work of porch and maybe metallic detailing within gallery – more metal!! More theme – matches with metals of central statue – metal settees?
  • Between the dome and the entrances for gallery put settees and oval fountains to give some echoing noise
  • Must have one fountain in each end of gallery for some sound and echo - make oval fountains directly under oval ceiling windows in gallery or at least make iron latticed windows with a n oval pattern directly over the fountain!!! Cool balance and repeated shape – make floor decoration after setting columns and fountains and settees so the pattern incorporates these shapes!
  • Gallery settees use the excess details and fancy legs of engraving textures

 

  • Ceiling details should be bigger so they are more obvious to the user on the ground – or enable flying mode while in the gallery!! – with snow or leaves falling or both in the gallery to use as fogging for too much detail
  • Columns in gallery – some could be like fancy goblet shapes as in some of my engravings
  • Circular and oval windows on ceiling of gallery and maybe half circle windows over the paintings – very airy – the shapes are there and detail is in between versus focused in the main shapes
  • vault the upper corners like my parachute triangles
  • could have surreal speed clouds from inside the gallery racing across the top – going back out the doors of gallery could be into night on one door and back into day on the other!!
  • Use beautiful wood textures for all in gallery to go with the organic gothic and as contrast to marble of the greek and roman and as contrast to the gold gilding of the carousel – gold and brown to go with the gallery leaves a falling!!!
  • Gallery use the most organic/gothic soft wrought iron and wood carving to go with bulbous columns and oval windows that also have iron lattice
  • Wood and gold and purple for gallery and pure gold for carousel
  • In gallery try blue and/or red lacquer with gold details like my Chinese egg
  • Surreal textures and colors allow greater flexibility in architecture as it doesn’t own up to authenticity – perhaps tinting the leaves and vines green or procedural textures on the vine parts moving upward!! And then could periodically fade to wood and at different rates between the different vines!! So some wooden and some sureal textures and then switching around at different rates
  • Make gallery floor in marble designs of 3-4 colors – so this way all floor is reflective – 2-3 colors might be prettiest in polished
  • Make rosettes and organics by cookie cutting as I model

 

·Porch

  • Iron work could be gilded and then made to look like bronze by reflection and by altering texture with color layers within paint program – bronze it or antique it with darker recesses

 

·Paintings

  • In far future the 2 portal doors of the gallery could lead to different sets of paintings or all new architecture – and paintings could lead to and become a maze of exits into the other paintings – surreal – limitless combinations and more pictures could be added every year
  • Painting in this gallery refers to a separate environment that is walked into from the gallery – the effect is to be able to see through at side angles into the next environment as if behind the next painting so the explorer is aware of the physically impossible overlap
  • imagine walking down a gallery and the 3D paintings, on both sides of the participant, have separate elements inside each that shift against each other and the overall background - the first question through the participants mind is "cool, it moves, can I walk into it?" - although we might do restricted look only portals on this with one walk in painting for variety - would be very cool if one painting was a warp to the backside of another and could exit out another paintings canvas
  • one possibility for 2D painting is to have a gang plank suspended above the ground so there is a narrow invisible hall the explorer is confined to so the 2D textures cant be inspected!! – this is the best painting idea yet!!! All subjects in painting would rotate to face from any angle going down the gang plank

 

·        Painting Design

  • to separate the paintings from the gallery have a transparent screen at the entrance to paintings – perhaps a texture of paint strokes – makes it more of a gallery versus branching halls – make sure they have the clues to make them seem like surreal paintings
  • Gallery paintings could have a single panel (maybe with wavering animation as if a portal – gotta have some kinda separation) – of course every painting could be a portal or not but still have a wavering alpha texture as door to painting and then step through it and it’s a different or related – paintings could be thousands of little fragments that only line up from one angle or not – a painting could fade to reveal the painting setup behind it in series of related paintings – a story of successive actions
  • each painting will be multiple panels of 2D textures so that as you walk down the gallery you see the elements of a picture scrolling against other elements placed further back into the picture
  • first version the paintings might actually be flat painting – maybe with animations? Or stepthrough to another painting and another – maybe tells a storyBut eventually will be walk into interactive elements  - will be colored statue/models - a tableau
  • 2D images in gallery paintings all rotate to user  - so space out the rotating images (include bump maps! For dynamic) so they don’t intersect and invisible walls around them so viewer can’t discern flatness or walk through – so viewer can composite their own paintings
  • may want to use a 2D picture versus 3D or multilayer 2D if the gallery is already fancy with dome
  • may have to put 2D panels far enough back in the painting that it doesn't mess with frame rate
  • For 3D paintings using 2D – take background and enlarge it and lower it so the spots where the smaller parts were taken out of it are under the plane!!!

 

·        Painting Subjects

  • Use antique romance character book engravings for paintings - make own paintings by scanning and zooming in to paint in color with paint effects program that came with wacom tablet – also good as backdrop to paintings later on when most of it is models
  • Use the romance characters book engravings as reference for my 3d static model paintings in long term – for now could just shade and color them as examples for portfolio!
  • make paintings using the scenes from the romance characters and later models to copy the scene – easy template – perhaps choose paintings that later can have animated or interactive parts/models
  • Use metallic programs and textures for the paintings – such as armbands in “Hermione” and helmets and swords in “Horati”
  • Mythic creatures and characters from antique book with labeled pictures which relate to suppression are ideal for euro “subconscious” – myths, struggles
  • need a Winter scene with several transparent animated textures of snow falling - have token animated textures in the other paintings?
  • Pictures that go through seasonal changes
  • Have paintings with snow and rain and leaves and petals falling
  • -R.H. Ives Gammel's painting The dream of the shulamite, from song of solomen, bible, and the 3rd act of Die Meistersinger, Wagnerian opera?, the sad predicament of idealism
  • need a pointillist (painting by dots or daubs of paint) picture that only lines up all 3 transparent panels from a certain vantage point to see the painting

 

·Central Gallery Dome

  • when first coming into the area explorer sees the central dome on an inaccessible island in the middle of the pond
  • all architecture and details including the central statue is oriented to the sun, all creatures in the gothic detailing down to insects are oriented to sun
  • Central dome and 2 entrances are in place and opening the door of a one raises or portals to the rest – if fast enough the user could jump on the rising roof – in long run make sure each entrance uses different designs as the user will be sure to compare
  • Gallery dome as seen from ground before entering the porch is a teaser with ability to see huge statue etc. – once inside the gallery it is a draw to go past the paintings - dynamic
  • Gallery dome 2nd tier of columns are half the length of those below and made of purple porphry topped by gold column tops to cast spots of reflected gold off the sun – glass windows between the 2nd tier columns focus light of sun by the angles inherent in the circle of columns – multi-colored windows or all one color such as purplish to match with the columns
  • 1st tier columns of gallery dome might be simple and duller color in contrast to the 2nd tier in the sun – but at least different from the ones above in style and the fancier ones are in the second tier
  • Dome statue has several figures reaching up to the sun of the dome and the shadow of the iron work supporting the windows laces over them as netting – some of the figures in bronze and some in black metal and some in gold – rest of statue such as waves or dress are in marble – the different colors and textures really put the lighting to use – so maybe the dull black figures at bottom and the figures gradually change colors instead of stark differences – the figures are reaching for and striving toward the light arms and legs of figures reach out over floor and user can go within the statue – central statue has no base – it comes right up out of marble floor as one – the floor part is polished and the statue is not – statue could be under huge cable ropes like a net or at least on a part of the figures!  Kinda matches the look of the vines through out the gallery and enforces the theme of life and its restricting nature – life naturally wants to subdue life - Statues are oriented to the south to get light and so reaching toward the light – when sun is highest then the pattern of the rounded dome doesn’t cast netting over figures like the windows connecting 2nd tier columns – look for figures in paintings etc for the figures in this statue – make statue far out and mythical – specially if all gallery pictures are mythical stories – even labeled as such to make users curious who this is
  • Have leaves/snow, flower petals swirl around the central statue – time – imagine the motion blur! - pass through floor or fade before hitting floor! - leaves match the gold and brown wood textures of the carved details of gallery
·        Ravine Bridge
  • in transition area between terrace 2 and next terraces put a fancy stone foot bridge gapping a ravine
  • Make bridge of stone for artistic purposes – fancy brickwork effects – see graphic reference

 

  • 3rd Terrace
  • 4 Seasons Garden

 

  • Be flexible toward rearranging all parts of euro to maximize density – maybe even mixing all together for surreality
  • a circle of columns supporting connecting topper that is arched on the 4 portal sections – the area is as much water as land and the water is impassable (surreal even if this only applies to this area) – so circle of connected columns straddles across water and land – this adds a maze effect to getting to each portal!
  • Put invisible castles here for the density, but may be better on the previous terrace as it gives more to see from inside transparent castle?
  • Edges of land are grass edged – soft – as in flat land streams
  • a different season of the same garden is visible within each portal - entering puts explorer into a small round walled garden -  Spring growth - Summer abundance -  Fall colors - Winter snow and ice  - frozen ponds and leafless trees versus...
  • bench, boulders, pond and fountain to expose differences between seasons, statue, one tree, one bush, brick work on ground, so texture of something like the brickwork would have leaves on the corners in one season, grass growing through the cracks on another, snow covered on another..., sound of birds in spring, insects in summer and fall, visualize the shadowing of texture on stepping stones with light snow
  • different seasons also relate to the age of the garden, new in the spring, ruins in the winter, one tree goes from sapling to half size to leafless and full height, to dead and fallen – garden, fountain and statue in decay
  • sun-dial  - no shadow - timeless - in the middle of a stepping stone path

 

  • 4th Terrace
  • Carousel
  • Carousel interactive elements
  • Carousel is 4 times normal scale – so it is huge!!  This is important impact  
  • when approaching through the fog the day turns to night - the explorer may find that reversing direction turns back to day - then explorer approaching Carousel can see glow of lights and then what looks like a giant crown - only by coming significantly closer does the rest of the carousel become apparent
  • As you approach the carousel its purpose is not apparent - roof is vaguely a carousel roof with broken lamp posts hanging upside down from edges of roof - an evening dream sequence starts up/so it fades in and swirls in like clouds - lamps turn on and music fades in - then the core center of the carousel's rotating background - then a zebra going opposite direction - then a lion chasing it - and then both turn into saddled carousel rides - another pair appears 2 dolphins jumping - 2 horses playing - kangaroo and ostrich - some pairs become rides right next to each other and some stop to become rides one behind other - like a giraffe and baby - some of this is activated as you step closer and others by sequence - don’t make it so player can test by inching closer and closer - should only be a few triggers by distance - or make this totally controlled by explorer so they can back off and reverse all effects - once explorer is on a saddle or bench then carousel lifts off into the stars
  • carousel lifts up after spinning starts and the explorer is on board - it climbs slowly and rotates slow so explorer will see the terrain slide downward and possibly catch participant off guard instead of being obvious the carousel is lifting off - great example of the detail needed - to control the carousel (giving interaction) the explorer could ride the turtle to slow the carousel down for that participant and riding giraffe/rabbit speeds up/climbs to highest altitude etc. crocodile would bring back down to the earth
  • At first a crown and then the spinning and roof raises? When right up to it after seeing jewels up close – maybe can see the landscapes and the creatures of the carousel in the jewels or just make um translucent enough to get hints – then before raising the roof make all creatures transparent so they fade in – if too many polys then the only appear when user approaches that part of carousel - and after inspecting for a certain time then the roof raises to reveal the carousel and then the mythic creatures fade in – with the Greek and roman mythics first, centaur, sphinx (half bird/half lion/ sometimes half human) renaissance/roman style dolphins, winged horse, phoenix, winged lion, and then unicorns, dragons and mermaids – all enslaved as we want the beauty but also to posses it – buy animal models and then stretch into a certain style and modify and then sell as mythic models
  • interactive element is ability to stop rotation or adjust the speed from stop to the fastest speed the frame-rate can handle - and ability to make carousel go back down to the ground
  • Dual rotation carousel – exterior/roof at one speed and core and platform at a faster speed – changeable by the explorer and also random for dynamics
  • Roof or inside ceiling also has independent rotation and all the parts including independent roof are variable and can reverse direction – very harikari like a true carousel feel – disorienting – racing in the wind
  • once within a certain range then carousel lights start turning on - music - carousel doesn’t start spinning until both participants are on the platform
  • once on and carousel is spinning it rises up until fogged in all 6 directions and rotation stops as it rises into a sky box that simulates spinning without any fogging - so skybox is a rotating camera including stars and a moon actor or the box it self is rotating in the skybox
  • door in center housing of carousel allows climbing up to roof of carousel to see rotation of the top of the skybox stars
  • can crawl up through door in center to the roof and quieter music - only way off is to step off the carousel - stepping off triggers animals flying  off into the star patterns – patterned after their shape – so cameras attached to the explorer take over the view to center on the creature as it transforms and flys off and melts into the stars - after turning back into live creatures - as glow of lamps die the ground appears like you never left it and terrain fades back in - symbolizes how all carousels take us away from where we really are - see the constellations - maybe some cool motion blur to give the stars circular tracks against the sky as the view rotates
  • Have flashes of stonehenge match into the matching structure of the carousel to tie the whole terrain together – the mid circle is the carousel core – could also have water fade in alternately even with dolphins – and of course the carousel slows to surreal water speeds
  • a golden ring as dream artifact (for use at the dream sphere) at the carousel

 

·        Carousel Details
  • Crown and Jewels Effect
  • make carousel a jeweled crown effect!! royalty again!! versus slavery - the evolution of carousel continues
  • Use the pretty purple of Korean amethyst for the jewels of the carousel – use same color for velvet tapestry cloth hanging in folds from the roof – perhaps cascading down as the roof raises from crown to carousel shape – alternate 2 different shaped jewels around the carousel or use them in pairs with one above the other such as tear shaped below a bigger jewel shape of royalty – symbolic
  • Make faces of jewels with shaders versus reflection for surreal and make them transparent so can put another shader inside to get internal movement for surreal
  • make all carousel and models in gilded gold after embossing, after shadowing which gives an antiqued look afte embossing, could do silver accents - give supports an arched ceiling support in style of crown radiating from center - so the structure is as much art as anything else!!  Make the structure metal with fluttering cloth as filler so eventually it will be very cool in spinning - cloth drops between spans so curved shapes within industrial metal Victorian effect
  • Use purple tapestry on inner ceiling shaped like it is hanging in drapes so it moves in waves as carousel spins – so it looks like air movement (terrain object?)
  • Shaders to make fabric appear to move as carousel spins
  • Roof could have another speed and could go faster than rest so purple hanging ceiling fabric shows fluttering in the wind – could use shaders to give sense of fluttering since it will be moving in one relation to the explorer
  • Purple ceiling felt is strung semi tight so the wind ripples it lightly – ripples should radiate from center so soft waves wider at outer edge of ceiling versus central core

 

  • Gold Gilding
  • All gold including creatures except for jewels, mirrors, and purple ceiling fabric – gold has some reflection or shader so it gets some shine
  • Decorate the gold gilding of the carousel with sprigs – flowers – vegetable – and animal to go with mythic creatures and tying nature to the ownership and sovereignty over all
  • Put fake reflection shaders on gilded

 

 

  • Mythic Creatures
  • Make mythic creatures that are also stylized in a certain way – to keep from being too cutsey carousel to avoid fantasy style with dragons etc.in modern form
  • Creature subjugation on carousel: one foot chained, sad expression, saddled, mouth bit, or lassoed, muzzled, or with a spear in it
  • All mythic creatures are bridled some how – with mouth bits, foot shackle, but maybe all subjugation disappears after lift and liberating new moon shines on them!!
  • Inner and outer ring of creatures on different height platforms going at different speeds – maybe speeds are in a loop where they are constantly shifting so no one platform is fastest! – dynamic
  • eventually the carousel animals could morph back and forth into mythica
  • beasts such as dragons etc

 

·        Carousel Fogging

  • possible local fogging to complement distance fogging
  • Make a fog bank in a low area to descend into or ascend into in higher area near carousel as clouds – so you can see it off from a distance
  • Local Fog in highlands of euro dream or just at the carousel, unless used through out for distance culling, then make it heavier here, add fog effect to sounds until above the clouds
  • if no local fogging then rely on distance fogging - rising into a sky box that converges slightly towards top so that rising through it will cut off distance fogging

 

·        Carousel Skybox

  • Excellent texture of stars in Alice Demo and in voodoolights for the carousel – make them scintillate with transparent shaders or animated 2nd texture layer!! – or a layer that moves with holes to show star through
  • if skybox camera won't rotate then rotate the sky as in carousel if this is better than rotating the carousel – should be a toggle for this in the skybox
  • add a light source off the moon! for the carousel - will have to move it out beyond the stars to get parallel light on the objects in carousel
  • a full moon is placed with the stars and has a surreal animation of its own - moon rotates at a visible rate and the surface is much wider than possible - animated galloping horses across the surface etc. transforming to racing jumping dolphins - ideas? - some kind of animation or static rotating images on the moons surface
  • bottom of sky box is clouds curving downward with curve of earth so when fogging drops below this point it will have a visually controlled transition (combined with a painted cloud band around the sky box)
  • For stars once the carousel rises – put spots on the texture and also a shader that is filtered by alpha texture for twinkling effect – imagine a white sheet with mottled effect that is filtered by polka dotted alpha texture on top – with the rotation of the carousel – the shader will never be still! And imagine motion blur on the stars

 

·        Miscellaneous Carousel

  • Make carousel mirrors reflection map/shader something else for surreal and landscapes in carousel like portals onto the scenery – maybe of a camera view on other side of carousel making something 15 feet away appear 3 – to be physically surreal
  • antique the mirrors surface! with bubbles and losing silver leaf in back by adding texture on top of other texture, uses of multi layers unlimited by all but memory – maybe the holes in the silver leaf show a view into another place and time – maybe related to the mural next to it
  • carousels mural on the middle part is longer than realistically possible by a 100 fold - give another thing the player can do - watch the art flow by - the mural screen could flow up or downward and even reverse directions
  • mural could be 2 layered/ 2 panels deep for scrolling effects
  • all this to powerful music like the ninth track "Message" off Vangelis' "Direct"
  • Carousel with reflective floors or shader to fake it so no conflict with mirrors on center core
  • Double tiered/platform carousel as in my hallmark statuettes version – consider having rolling platform that is uneven or steps running with the rotation of platform or radially to and sunken terrains
  • Possibly able to do fly mode but means you are caught up in the circular air flow of the carousel (or stay in place while carousel rotates by you) and can only go up or down until you go back to floor mode
  • Carousel should be able to use lots of textures that are reversed to make symmetrical murals twice the width or height of the actual texture
  • Make the landscape panels as visual portals pointed at landscape texture or as sky box which has continuous landscape in it! Could also make some physical portals to walk into the another environment or the different areas of the euro subconscious
  • Sliding surreal textures etc on the columns of the carousel
  • Reflective surfaces or mirrors that reflect something different than area that is actually there.

 

 

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You Can't Explore Further Without Encountering the High Plateau

 

 

 

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