Sunday, April 30, 2017

Unity Asset Links

Jeff asked me to post a few of the asset store links I used. Here they are:

The texture for my lights: https://www.assetstore.unity3d.com/en/#!/content/10105

Galaxy skyboxes: https://www.assetstore.unity3d.com/en/#!/content/18289

Rain: https://www.assetstore.unity3d.com/en/#!/content/34938

Water came from this scene: https://www.assetstore.unity3d.com/en/#!/content/55908

Teleporting Script (Update)

Directions on how to use:
After creating the script, add it to your FPS controller. Under teleporter, put the object you want to teleport to. It's something you're not going to see so it doesn't really matter what it is-preferably something small for the sake of file size.

For that object (the one being teleported to), you need to turn off the mesh renderer (this will make the object invisible).

Now, you need to deal with that is acting as the thing that teleports the player. Ideally this should be something simple like a painting/picture or something as the like. Partly, this is due to the fact that it doesn't work so well with physical colliders. You do still need to add a collider, but make you click the is trigger box.

Now the other thing you need to do-which enables the whole thing to work in the first place. Up by the name of the object in the Inspector, there is a trait called Tag. You need to create a new tag called teleport and set it to the object. Now this does technically mean you can have multiple objects that teleport, but they will all teleport to the same place. But if you want to do that, then go ahead.

Anyway, that's pretty much it. Here's the script. Just copy and paste it into a new script like with the door animation script.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Teleport : MonoBehaviour{

    public Transform teleporter;

    void Start(){
    }

    void Update(){
    }

    void OnTriggerEnter(Collider other) {
        if (other.gameObject.tag == "teleport") {
            this.transform.position = teleporter.transform.position;
            this.transform.rotation = teleporter.transform.rotation;
        }
    }
}

Tuesday, April 25, 2017

Bio, Artist, & City Statements

***Sorry this is so late***



Bio
My name is Emily Dixon and I'm a senior at the University of Nevada, Reno. If you know one thing about me it is that I am obsessed with R. Kelly's "Trapped in the Closet." After graduation (May 20!!!) I'm moving to Orlando, Florida to work in the Happiest Place on Earth: Walt Disney World.
In the future I hope to be doing live sound engineering or video editing. This project was way beyond my scope of knowledge and taught me how to use 3D modeling software to create anything that my city could need. This project was also able to expand my knowledge on the game engine Unity which is something that I hope to use in the future.

Artist Statement
I'm a viola player which - by definition - means that I'm not really an artist. I'm also not a serious person. (Cue viola joke: What's the difference between a viola and an onion? No one cries when you cut up a viola. (Bu-dum-tsssss)) In any case, I just like creating. I've been fortunate enough to create music concrete, foley, live audio mixes, recorded audio mixes, mini-documentaries, short films, and so much more. Everything I've done - no matter the medium - has pop-culture references around every corner and almost all of my work since 2012 has included references to the masterpiece hip-hopera "Trapped in the Closet" by R.Kelly. This was no exception.

Description of City 
I love urban environments. I would never want to live in one, but looking at them is fascinating. (Full disclosure: my obsession may have started with R. Kelly's "Trapped in the Closet") I also love dystopian environments. I've always wanted to visit an abandoned amusement park/city and just see how nature has taken over. There's something so haunting about areas that used to be so heavily populated that are now deserted. At its core, my city is "I am Legend" meets "Trapped in the Closet."

Thursday, April 20, 2017

Bio, Artist and City Statements.

Bio:
Lyndsey Howell is a senior at the University of Nevada Reno.She is working towards a Bachelors of Arts  with an emphasis on Digital Media and a minor in Writing. She enjoys reading, writing and film. Her artwork is centered around a natural aesthetic that incorporates representations from her childhood.  Much of her art has an element of digital media.

Artist Statement:
Much of my art is commentary on my surroundings. I tend to lean towards subjects that allow me to express an opinion or attempt to understand a narrative. I enjoy challenging the status quo, which allows me to question things we may see as indefinite.


City Statement:
My city is a  mixture of small town life and natural living. In my city the population lives among the trees in houses that enhance and encourage clean living. The city aspect was ones new, but the people have since allowed the nature surrounds to take back the brick structures. My city is an example of people living in an utopia, with small traces of dystonia. This piece is a critique on the destructive tendency humans have regarding mass growth and their indifference towards nature.            


Projects can be Due later/ Monday can be a lab day

Because its been difficult to arrange for you all to get into the lab during off hours, and Austin has offered to help edit the video of the games, I am not as worried in getting the work in early.
We can have a lab day on Monday April 24th and start crits on Weds as well as collecting video shots. The crits will probably extend into the next week and may take place in the gallery since I will have limited time to install.  Please get me your bio, etc... now.
Thanks

Wednesday, April 19, 2017

Bio, artist statement, city statement

Biography:

Dongjun Jia is a undergraduate student at University of Nevada, Reno since 2014. She is an International student from China. Her major is Computer Science, and minors are Digital Media, Mathematics, and Digital Interactive Games. She is hoping to learn 3D-Modeling and Unity engine to make her own game in the future.

Artist Statement:

I like to create characters and architectures with drawing and 3D-Modeling. And my favorite style are the combination of Retro and Technology. For example, Steampunk is a virtual world where steam technology reaches the peak, but people's costumes are in Victorian style. Nostalgic and retro style with sense of science and technology seems very very romantic for me. People cannot ignore history, since it left a variety of marks to the life.

City Statement:

The main theme of my city is to combine traditional architecture with modern technology. For example, the light rail is crossing through old buildings. And religion add mystery into the city. For that part, I referred to Kyoto, Japan. I looked through many temples and shrines, and created one with torii, and traditional lantern. But not the whole city is divine, it also has abandoned factories, factory and hold-on houses. They contradict
each other, but also mutual dependent on each other. Life is not utopian fairy tale, so I want my work to reflect the contradictions and the reality.

Bio, artist, and city statement

Bio

Izzy DeGuero is a student at the University of Nevada, Reno. She is working on getting a Bachelor of Science degree in Mathematics, and a minor in Digital media. Her passion is filmmaking, and photography. Using the inspiration of history in her works to create a visual representation of what she sees. She shows the progress of what history has had on nature.

Artist Statement

When considering the subject of my art I tend to look towards my surroundings and sometimes lack thereof.  I look at the history of time through the architecture in buildings and through the nature that surrounds it. I like to show the history of the past and present through different ways in which I perceive the world. I feel that architecture and nature both share the bond of expressing the ever-changing world.

City Statement

Creating a city in a post-apocalyptic, dystopia or utopia setting my mind always wonders to the nature that surrounds the world. In cities, today there are barely any trees or greenery so why not create a city surrounded by nature. Show the ruins of old building and the structure of new buildings being overtaken by nature, encompassing the beauty that the world gives. I am combining architecture and nature to become one. My city is to show the history through the nature growing whether it may be presented as a post-apocalyptic, dystopia, or a utopia city.


April 19th's Directions

LAB DAY
ON YOUR DESKTOP
CREATE A FOLDER CALLED "VIDEO OF GAME "
IN THIS FOLDER you will eventually have three things. 

IN A TEXT FILE WRITE YOUR NAME AND THE NAME OF YOUR CITY IN HELVETICA AND 24 SIZE 
FONT. 

WE NEED ONE SHOT OF THE CITY FROM ABOVE BEFORE WE EDIT IN THE VIDEO OF YOU WALKING THROUGH IT. 
THE VIDEO OF THE GAME WILL ALSO BE PUT IN THIS FOLDER. 


MONDAY WE START RECORDING YOUR GAME IN QUICKTIME . 
WEDS WE START EDITING IT ALL TOGETHER IN PREMIERE. 

For the Gallery show Do you like the name. 
"Not to Scale:
Explorations in Architecture through Game Design and 3D Modeling." 

Open to suggestions. 

BIO IS DUE TODAY
COMPUTERS ARE ACTING SH&TTY. SAVE OFTEN
updated Bio ( approx. three sentences) Artist Statement ( approx. 
3 sentences), and a description of your city both game art and architectural model (approx. 3 sentences. )
Out this On the blog 
If you need to get in touch with me, start emailing me in on my personal email
rayinsf@gmail.com
we start video recording games on Monday .
PHOTO OF YOUR GAME AND YOUR MODEL  

                                         




Never Ender Gallery
Soft opening for students/ student friends only is Friday May 5th 6pm.
Install is that week. 
Opening for the public, is Thursday May 11th 6pm
you have to give a small presentation to the public. 
If you can’t drink alcohol (not of age) do not drink it on, or around the premises. 



Everything is due by Monday April 24th.
We will be doing crits that day. 
We may be installing Weds April 26th
If not we will be installing Monday 
Crits may continue in the gallery. 

By Weds April 19th I need an updated Bio ( approx. three sentences) Artist Statement ( approx. 
3 sentences), and a description of your city both game art and architectural model. 


Today, at 5pm as part of Samantha’s Honor Student Program 
She will be presenting:
Creating doors and animating them in Maya,  
Exporting them into Unity. 
Using script and colliders to trigger the door to open. 
Samantha will write out directions in the blog
As well as post the C# script 

As an added bonus, extra credit, you can “trick out” the interior to your building. 



Teleporting Script

Below is the script to make your controller teleport. How to use: put the script on your FPS controlled. Set Teleporter to wherever you want to teleport to. Now on whatever you want to be the teleport trigger, on the top of the inspector under its name, there is a Tag. Make a new tag called teleport and select it. It should then work. This means that you can have multiple things that act as teleporting trigger but they'll all end up in the same place. Script is below.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Teleport : MonoBehaviour{

    public Transform teleporter;

    void Start(){
    }

    void Update(){
    }

    void OnTriggerEnter(Collider other) {
        if (other.gameObject.tag == "teleport") {
            this.transform.position = teleporter.transform.position;
            this.transform.rotation = teleporter.transform.rotation;
        }
    }
}

Bio, Artist Statement and City Statement Final Draft

Cole Means

Bio:

I am a junior at the University of Nevada, Reno working on an Art B.A. with an emphasis in digital media. I am 22 years old and was born and raised in the Eastern Sierra Nevada. Digital media has had a large impact on my life and has resulted in my current college path.

Artist Statement:

I have always liked the themes of fantasy and science fiction and my art will usually depict these themes. As a hobby, I enjoy drawing two dimonsional sketches of space ships and/or other similar items like planets. As an artist I tend to think technically and as a result my art will be more focused on design.  

City Statement:


My city is set in a desert environment and is of original design. The city, like other cities in the real world, does not attempt to have a grand theme; instead, it is a representation of how cities grow over time with everyone building what buildings they want without sticking to the original theme. The model of my city is simple and clean and is supposed to be more architectural in design, though not to scale of my actual digital model. This architectural design is representational of my other art, like my drawing, which tend to show this same idea.



My Bio and artist statement

BIOGRAPHY 
Jeff Ray is an artist, musician, filmmaker, curator, festival founder, and arts and food rights 
activist. He is currently an  Instructor and  Lab Tech/ technologist for the digital media arts program in the Fine Arts and Music Department for University of Nevada Reno. He was a frequent visiting lecturer at San Francisco State University, Fine Arts Department, Conceptual Information Arts. In 2010, he received an MFA in Conceptual Information Arts (New Media) from San Francisco State University. He has won numerous awards including a Murphy Cadagon award from the SF Foundation, and in 2004 was an Artist in Residence at the Headlands Center for the Arts. Ray has shown / performed at various venues and places such as SFMOMA, Kulturhuset, Stockholm Sweden, New Langton Arts, San Francisco, and SOMA Arts, San Francisco. In addition, he is the Founder and Executive Director of Mission Creek Music and Arts Festival. In 2004, he introduced the one of the first Bay Area multimedia performance series, Collision. The Mission Creek festival has expanded to Oakland, and Iowa City, Iowa. He has been on the Board of Directors, Advisory Board and Programming Committee at The Lab Art Space in San Francisco. He is currently a founding member and was recently the Board President of Adobe Books and Arts Cooperative where he gathered a group together to save a failing Mission based bookstore and gallery. He was currently the President of the Board of Directors and programming committee of the Mediate Soundwave Festival. He was the lead curator and resident artist of Soundwave Festival 2013, and 2014 where he explores the theme of the festival, water. He is continuing his lead curatorship, and the Board President for Soundwave in 2015 - 2016 with the theme of architecture and sound. He is currently an advisory Board member of A Ship In The Woods artist residency and Gallery, Escondido California.  
ARTIST STATEMENT 
I create sound and video installations, digital photographs, drawings, paintings and performances. My subject matter often focuses on nonlinear narratives set in and around the landscape in which I live and work; in other words, my home and neighborhood. My work also engages the mythical and fantastic as a means to question what is familiar. To this end, I appropriate narrative and thematic elements from literature and historical record. Elfin spirits, conspiracy theories, mythical civilizations, human attempts at achieving utopia, and post apocalyptic dystopia are some examples. 

In my current work I explore the idea that nature engenders architecture, which in turn influences how we see and relate to the natural world. Within this dynamic conversation I explore the way community structures have been affected by the interfusion of architecture, space and nature.  

Bio/Artist and City statements

Bio
My name is Jonathan Gomez, I am a student at the University of Nevada. I aspire in my career to be in Graphic design and Animation but also have studied in other arts like photography, drawing, and 3D modeling. With this project, I have been able to expand my knowledge in the Maya program which could help further a career in animation down the line.

Artist Statement
Many people always want to read or hear a great story. whether its from a book, a computer or hand held device, or even audio files stories are essential to life. My work is to produce these essential necessities of stories into images. whether they are dioramas, 3D sculptures, or even pictures, a story is always able to be told. Everything is placed where its supposed to be and everything has a reason for it being done in order to tell a story about anything whether it is fiction or non-fiction and not relating to the world as well as being relatable. 

Description of City 

My city consists of a hierarchy of scale, telling a story of a wasteland covered in dirt and minor green giving it a sense of dystopian culture. Then natural area full of green life like trees and small huts untouched by its neighbor of utopian environment full of concrete, green and building in multicolored lights. I the game it gives you a three dimensional taste to the world and you will witness all the different types of architecture in each region of the hierarchy.

Revised Artist Statement & Bio

Artist Statement: My city is developed to bear heavy resemblance and pay homage to the Victorian Townhouses that dot the world, most notably in San Francisco, California. However, I also wanted to pay homage to Small Town America, and used a layout that is more or less a rough replica of what is arguably one of the most famous Town Squares in popular culture, Hill Valley circa 1955. Using this layout, and this style, you get the city that I see in my dreams: Lagan, a lovely place. However, on my board, the layout is vastly different due to some design choices made later than hoped, resulting in a One Way Street by a large body of water. A cathedral rests at the top of this model, similar to how Mont Saint-Michel is laid out so that "No man may live higher than the House of God."

Bio: I am a sophomore at The University of Nevada Reno. As evidenced by the design of my cities, I have a fondness for days long past, regardless of whether or not I experienced them. I suppose being a History Major really plays into this longing for days of old, when things were simpler.

Artist Statement, Bio, Description

Bio:
Catherine Pollock is a curious and eclectic being. She is studying computer science and sees programming as a means for creative expression. She finds balance by practicing yoga regularly and escaping into nature. 

Artist statement:

Anything is art, relative to perception. Art is in, on, and around everything. My subject matter often reflects my love for technology, nature, and all things deemed strange. All of these subjects are as prevalent as art; you cannot escape them, and great joy can be found by embracing them.

City statement:


Biggest Little Funhouse
By bringing a carnival atmosphere to a city, the interplay between childhood and adulthood is questioned. As children, fun is of utmost value. I recall being overjoyed while exploring a funhouse, where nothing was as it seemed. Things were strange simply because they could be.
As we transition to adulthood, fun becomes much less of a priority. Strange is no longer suitable; we prioritize efficiency, order, and predictability. My city takes this same transition. What seems to be an endless adventure through a city-wide funhouse soon becomes more of a haunted one.

Revised Artist Statement

Artist Statement:

I have always liked the themes of fantasy and science fiction and my art will usually depict these themes. As a hobby, I enjoy drawing two demonsional sketches of space ships and/or other similar items like planets. As an artist I tend to think technically and as a result my art will be more focused on design.  

City Statement:


My city is set in a desert environment and is of original design. The city, like other cities in the real world, does not attempt to have a grand theme; instead, it is a representation of how cities grow over time with everyone building what buildings they want without sticking to the original theme. The model of my city is simple and clean and is supposed to be more architectural in design, though not to scale of my actual digital model. This architectural design is representational of my other art, like my drawing, which tend to show this same idea.

Bio/Artist and City Statements

Bio: I am currently a student at the University of Nevada, Reno studying digital media and digital interactive games. I was previously a student at Advanced Technologies Academy in Las Vegas where I studied graphic design. I hope to work on the art side of video games in the future.

Artist Statement: My work takes inspiration from stories I’ve read, seen, and written. I’m interested especially in fantasy and science-fiction genres, which thus are incorporated into much of my work. Combining the two, as well, is something I am also working towards, and a great deal of my inspiration comes from video games.


City Description: This city is one that constantly sees rebirth; It has stood for centuries and seen the changes that time brings. With the major changes in architectural styles, it is rebuilt from its metaphorical center, the castle at its end, outwards. with the very edges of the style before the next rebuilding are left behind, leaving a piece of its history behind. Now the time has come where the castle is a cross between medieval and futuristic while everything else acts as a reminder of what came before, with the oldest pieces even starting to crumble and decay from the wear of time.

Bio

Bio: I am a Senior in the Digital Media department at the University of Nevada. My career aspirations are Graphic Design and Advertising, but as an artist I crave the opportunity to learn a new art form. This project has allowed me to fine tune my 3D modeling skills and combine the traditional craft of model building with the nuances of 3D printing.

Artist Statement: As an artist, my philosophy has always been that less is more. From both a visual and technical viewpoint, the best artwork is the kind that can get it's message across in the simplest way. In both my graphic design and this project, I tried to go for a simple, clean, geometric model that was both visually appealing and uncomplicated.

Description: The mystopia of my creation. In a world overrun with mutants and savages from nuclear fallout, a mystopia has arisen, walled off from the abominations. Productive, healthy members of society are given a place in New Aidania, where I and a council of my peers rule supreme. Those who are deemed unproductive are sent to live in the Marrows, an industrial district on the other side of the Switchback. However, violence has broken out across the marrows, forcing the Militia to close down the Terracios and force all ULNAs into the old prison to be kept under surveillance.