W7 | New Structure Ideas + Visual Execution Concerns
- Soo Zhi Jing
- Jul 25, 2020
- 2 min read
After taking some time to digest the thoughts gathered form the specialist meeting, I started drafting the things I need to do and questions to ask myself. The below is the planning I have at the moment and what I need to explore for this project including the storyline/content, technical software and graphic software.

For the new structure, I thought of using a dual projection setup where it consist of 2 standing walls. The interaction here is that the users are to follow the story with their visual, hearing and movement senses. Users will be required to walk to a certain point to trigger a part of the story and as the story goes on, their gaze will be maneuvered accordingly. For example, certain scenes require them to look in front, then behind, or in a rotating manner. This element of interaction is to allow users to be involved in the storytelling, creating an experience where they feel as if they are in the story too.
To add, my story starts off with my character diving into the cyber-net, and this notion of the character wearing a headset like an "occulus" gave me an inspiration of having users experience the anaglyph 3D ( with the use of red and blue 3D glasses) during the storytelling too. As my story is heavily in a cyberpunk art direction as well the use of glitches will be frequent too, this consideration of using the anaglyph will be an interesting concept to add.


EXAMPLE OF AN ANAGLYPH PHOTOS


//VISUAL EXECUTION CONCERNS
I was quite stressed and uncertain of my abilities to create the project I envisioned at this point, especially the visual and animation aspect. I proceed to look for ways to leverage my existing knowledge and avoid overly complex animation by looking for different animation styles and more visual references. I happen to come across a video introducing the insights of how "Spider-Man: Into the Spider-Verse" did their animation and I figured that perhaps I can take this knowledge and apply it to my project. The way the film make use of illustration to fill in the frames to mimic the traditional comic book feel into moving images was an interesting concept, I find this useful because I trust in my drawing skills more than my animating skills and to have this knowledge gave me a slight relief from all the worries I had.
//Video Insights:
Environment rendered in 24 frames per second, character movements were rendered in 12 frames per second. This made the characters look more laggy and choppy to suggest the comic book direction the film was going for.
Instead of motion blur or depth of field that is usually blurry, the film used an "RGB splitting" or drawing lines and gesture graphics to replace the traditional norms of film-making. This gave a glitch-like effect yet still maintaining the blurriness.
Type was heavily used to suggest sound effects or signs, exactly like traditional comic-book style when audio is not a choice.
Video link: https://www.youtube.com/watch?v=IEglLdPw8x8&list=LLA5TKxVe7UzFM4hF_M0tEIA&index=2&t=140s






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