009: Comfortable Space & Virtual Reality

I received some good feedback last Wednesday, and it made me realize several points in my previous project goal that were unclear. My critique group got me thinking about scale (physical size), and how to best represent my ideas of comfort and accessibility. Reflecting on these points, the roundabout method of “silkscreen animation” was especially difficult to explain in a concise manner…even to myself. I needed to hone in on methods that would encompass “comfort” for me, as well as my audience.


At least for me, the most logical step was to choose between 2D/virtual and 3D/physical media, instead of walking an odd line between the two. If this post title wasn’t already indicative of my intent, virtual space won my choice. Between making a video game in 2017 and an arcade-button soundbox in Digital Culture last year, I’ve been excited to apply new media and creative code to my studio practice.

Developing a game in Unity has been on my mind for some time due to its versatility with 2D and 3D graphics. “Thorn Village” will be a low-poly 3D-rendered space, and hopefully include a virtual reality component by the end of the semester. It’s less a “game” and more a casual exploration of various environments. I have my sights set on a tiny, one-room cottage to start with. Below, I’m in the process of developing color palettes and isometric views of rooms.


I’ve begun following Brackeys‘ tutorials on YouTube for Unity basics (his videos are quite effective for my style of learning), and I plan to take advantage of his intermediate and advanced series once I’m more confident with the engine. My research has also led me to look into VR’s brief history, particularly in relation to video games. I actually found an interesting article on Nintendo’s Virtual Boy and its developmental origins. It’s not properly virtual reality, but I feel it contributed to a greater idea of accessibility of these technologies to younger audiences (even if it totally bombed).

Thorn Village – Main Villagers – 2019

I’ve narrowed down which characters to focus on for the cast (above). Now it’s a matter of nailing their preferred spaces and the world they inhabit.

Endnotes: If it wasn’t obvious, this project draws a lot of gameplay inspiration from the Animal Crossing series; small village, quirky inhabitants, soft shapes, and casual interactions. Color-wise, I’m envisioning a more muted Proteus palette with similar first-person POV.

Thanks for reading, and stay warm!

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