As mentioned in the previous post I am developing a 3D game for children to make and exhibit art in.
The client (De Vrolijkheid) related their idea, dream, vision and context. I as a multi media artist translate it into an achievable plan. Time was quite short on this project: 6 months to develop a 3D game with quite a lot of features, especially concerning the storage and management of art works. There is also a lot of interactivity that has to be coded.
To achieve the goal I make design choices early on that will help to achieve the vision with out slowing us down.
I set a clear Minimal Viable Product with the client and a first deadline to meet the MVP. I will refine the MVP after the first deadline.
The first technical decision I made was to use web technologies for the game. Web technologies came a long way in the years and have some clear advantages:
the code can be run on phones, tables, laptops, PC’s with ease. We expect the children to use many different devices.
For the look and feel of the game I don’t want to go for a full 3D look. It adds a lot of complexity to the code, view rendering and also use of the game.
Less of this…
And more of this…
Sometimes flat is better. Objects can’t be obstructed by each other as much. It add less complexity to the development, and the code is lighter on the device running it.
My game plan is as follows:
The 3D world; the avatar can move left, right, up and down. The world expands as you move, and grows as more art is made.
The 3D world is the canvas where everything happens.
There are 2 modes of the world:
As a maker; you can make art
As a visitor; you can see the art
Made by the child
Can move through the world
Can interact with objects in the world
The avatar unlocks functionality. That functionality comes in the ‘items bar’
Starting work on ARTWORLD
Reaction to r1 from Rabbit
You Might Also Like:
To find out more, including how to control cookies, see here: