COLOURAMA 
colour experiment

A Non - Linear VR art piece and personality experiment, that helps understand a persons personality based on their choices during the experience of the game.
Built as a modular construction it also allows for the rooms to serve as templates for many non linear narrative projects to be built.

This VR experience is composed of 18 colour coded rooms, where 6 of them have a calming light colour palette, leading to a calming and peaceful environment and the other 6 have a dark exciting colour palette, leading to a dark and exciting experience. All these rooms are connected with each other through corridors allowing you to see the colours of the following rooms and to observe what the player is more drawn into, the light or the dark, peace or excitement.

The idea of the experience is to be able to observe the decision making  of each player, based on their choice of path depending on the colours they decide to go through they could end up in two different outcomes - a calming beach environment, or an electronic music concert.





GAME BREAKDOWN 
Character/Player
Player

Environment
     Maze
     Song - 
     Beach
     Song - 
     Concert Stage
     Song - Chemical Brothers
     Audience video
Interactions
    Controller Interactions
        Left Trackpad: teleport
        Right Trigger: teleport
    Hand Interactions
        Touching (Collecting Spheres, Breaking Panels, Pushing Buttons for level changes)

1. MODELING AND TEXTURING THE ROOMS 







First try at modelling the rooms, procedular walls made with MAYA, Mondrian seamless textures.
As a first idea, the aim was to create an abstract maze game using different versions of Mondrian textures, making it really complicated to navigate through it and to get lost, using Maya for the models didnt work properly when Texturing in unreal, therefore another way of approaching the building of the environment had to be found.
After time experimenting with modeling, texturing and structuring, the structure of the maze changed, adding more rooms to the experience and mixing the different textures 
After deciding on the final structure, I found the game to become extremelly complicated and abstract, so I decided to simplify by changing the idea of the textures to block colours and the two different colour palettes 
LOCOMOTION BLUEPRINT
Initially I thought for the way of navigation to be locomotion, so I created a blueprint with the locomotion navigation. The blueprint worked and so did the locomotion navigation, but during gameplay locomotion gave very bad sickness, therefore the structure of the rooms had to be changed for the floors of the corridors to be on the same level of the floors with the rooms in order for teleportation to work.
LEVEL BLUEPRINT
DESTROYABLE DOOR BLUEPRINT
COLOURED LIGHTS BLUEPRINT
LOOP MATERIAL BLUEPRINT
BUTTON LEVEL CHANGE BLUEPLINT 
ELECTRONIC MUSIC CONCERT BLUEPRINT AND GREEN SCREEN VIDEO BLUEPRINT
BEACH LEVEL BLUEPRINT
FINAL GAMEPLAY SHORT VIDEO - Best game play version 

COLOURAMA
Published:

COLOURAMA

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Creative Fields