TREEHOUSE

BODY MOVEMENTS X VIRTUAL SPACE

The Core idea of designing this game is to explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity, and space. In a treehouse game, the controller is more like the player's foot than the actual foot, and the rule is that the player needs to control the controller to move between rooms, causing body movements.

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AAVS MELBOURNE
New Paper III // 2021

UNIT 3 
Architecture As Level Design: The Lighthouse
TUTORS: Allison Crank &
Raphael Penasa for TygerTyger

STUDENTS 
Wandi Jin

Context

POSSIBILITIES OF VIRTUAL ARCHITECTURE

The Core idea of designing this game is to explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity, and space. In a treehouse game, the controller is more like the player's foot than the actual foot, and the rule is that the player needs to control the controller to move between rooms, causing body movements. Spaces are connected in different ways, and people need to crouch, crawl, fall, climb, and make sure their feet get through these channels. The size of the rooms is also different, with low rooms where players cannot stand up. Since the actual space for VR games is 2*2, I set each room in the treehouse to be 2*2, making each treehouse feel like a real "game room." Simulate real space and try to further explore the relationship between the body and real or virtual space.

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...EXPLORING THE RELATIONSHIP BETWEEN THE HUMAN BODY, ACTIVITY, AND SPACE.

User Journey

CIRCULATION IN VIRTUAL SPACE

We know that people move differently in VR than they do in reality. Sometimes in the game, you jump two meters or walk a long distance, and you may not actually move, so I analyzed the actual position change of the player. In the virtual space, we go through five rooms and get back to the starting point, while in the real world we are still on a two-by-two scale.

The five rooms also represent five different scenes, there are jungle, outer space, wooden house, sky, sea. Each room the player enters will have a different visual experience, In order to better guide the player through the different rooms, I also added different physics elements, such as audio, music and light. The visual experience and the connection between the player's body movements and VR are the biggest features of the game.

 


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Core Values

USING THE VIRTUAL TO ENHANCE THE REAL

Explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity and space怂At the same time to explore the effects of environmental factors such as sound, light and heat on players' behaviour in VR.

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Locomotion

CIRCULATING VIRTUAL SPACE

VIDEO: Physical movements in virtual space

Gallery

OUTCOMES


ARCHIVES


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