Wednesday, April 19, 2017

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.