The Problem with wanting to do everything #1
life·@holoz0r·
0.000 HBDThe Problem with wanting to do everything #1
I am a man with many interests. I enjoy playing games, thinking too deeply about things, and interacting with story. There's nothing more that I love than putting on a pair of headphones and listening to music. At the same time, I want to marvel at how mechanical and electrical contraptions work. I've always wanted to tell stories. As a result, I studied Visual Art at University, and left with a Masters Degree in Visual Art and Design, with a specialisation in New Media, and Photography. I can tell stories through these media, but they're often stories that I designfor myself, with either an abstract meaning, or little meaning to others. In my day job, I look at numbers, spreadsheets, processes and try to make them as efficient as possible. I enjoy this, because I'm saving people time, making their lives easier. Time is the only resource that they have. These words may appear to the raving tones of a maniac unsure of a point that they're trying to make, and perhaps that's exactly what they're meant to. I'm not writing this with an particular plan. My day job brings me satisfaction. My 'night' job; what I truly enjoy; and love to do, create, tell stories, write, get lost in other worlds, and learn as much as I possibly can, fills me with complex feelings of despair and a fear of missing out. There's also a lack of satisfaction in what I do end up creating, and an urgent sense of perfection that is self imposed upon whatever creative endeavour I choose to pursue. <h3>I've always wanted to make a game.</h3> I have several ideas for a video game; and the most recent one that I am infatuated with is a tale of two homes, either side a valley, with two playable characters, each beginning in one of the respective homes. The narrative, the relationship between these characters would be explored purely through the physical objects that surround them, as well as the landscape of the valley itself, and the meandering paths linking the two locations. So often, we focus on the person, possessions, and our connections to the people themselves, as opposed to the roads, paths, shoes, and sunshine (behind clouds or not) that enables that journey to take place. Perhaps it is a mundane idea, or perhaps it is an exploration of two different parts of my psyche, trying to make a connection. So today, I made a humble beginning towards creating exactly that, by polishing off my meagre 3D modelling skills to commence creating a bay window. There might be one, or two of these in total in the game world.  <h3>I know I can use prefabs</h3> I don't want to. Just as I want my characters to be intimately connected with this world, with this valley; I too, want to be intimately connected with every element of their world, and embellish it with the most minute of details that no one will ever notice (or perhaps they will). <h3>The environment isn't just physical objects</h3> There's sound. There's the changing light, the changing seasons, and the changing weather. All of this, of course can be simulated - but it would all be a monumental task. This <em>stream of conciousness</em> which has just so happened to make its way into a post - puts me into a unique scenario, and a simple realisation. <h1>If you want to build a world, you have to start with a room.</h1> All that <em>Art Installation</em> that I did in University was about creating a space, and telling a story within that space. That means that the first start to this new project is about building a room. Then, I'll fill it with objects. Then there'll be paths, hallways, and choices. Perhaps they'll be un-textured. Perhaps it will be a completely silent world. Maybe it will be a dark room, devoid of light. I'm not sure. What I do know, however, is it will, dark or bright, have a bay window, with an inviting seat, and some simulated cloth curtains, because - the mechanics of how those curtains fall an important detail in storytelling, almost as important as the story of the person who put them on a loom, the person who packaged and sold them. The person who made the brackets has a story too. I want to depict a world in which every object has a story. I don't care if there isn't a market for it. Every object has a story, whether you like it or not.
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