25 oktober, 2011

Well on our way

We started this project 6 weeks ago and a lot has happened since then. As we are in full production from the start of last week this is a nice time to look back at the past weeks. Care to walk along?

The initial assignment we got from Born Digital immediately presented us with a lot of freedom. They gave us a theme to work with, 'Threshold', which is the theme of Freemote this year. Besides that they presented us with suggestions coming from earlier works of themselves, and just a single solid demand: What we would be going to create, whatever that would be, should focus on interactivity.
This opened a world of possibilities for us, as we would be able to do whatever we wanted to do in the exposition space (and as you can see below, it's huge!). The demand that it be interactive was hardly necessary, as our team is filled with game designers and other people who want to make nothing but interactive pieces.



With a briefing by Born Digital on the very first day in the new semester, we started off very smooth. The first ideas and inspirations were passing through the group when we viewed the festival venue in the second week of the project. A few days of broad concepting followed, as practically anything was possible at that point. We soon narrowed down however, as we realized our schedule was tight. On top of that, working on concepts without much guidelines is great for a few days, but doing it to long may give you lots of ideas, but little depth. We wanted to get into testing and creating material sooner rather then later.



We pinpointed a few often returning elements and made some early choices of direction regarding these. We decided what threshold would mean for us and the installation, and as such choose to work with the following themes: searching for (physical) boundaries, making the public explore their own limits and those of the piece, and the possibility to find and cross the breaking point of these limits. It was clear early on that we wanted the installation to stimulate interaction between participants, and that we wanted them to discover the installation out of curiosity in an almost childlike fashion of exploration and play.

After this we split up the tasks ahead, making the design team responsible for designing the experience and interaction of the installation, while the art team and the sound team explored the newly defined themes in visual and auditory aspect. I joined the ranks of the design team that set out to create three different concepts with different forms of interaction, and pitch these in the fourth week, when we would have a meeting with Born Digital. Two concepts materialized rather quickly, but the third took some effort as every idea we had seemed to slip back to one of the other concepts. This resulted in us fleshing out the two first concepts further every day, which was good for the depth of these ideas, but troublesome for the process. Because every new idea was unintentionally geared to the two far more defined existing concepts we quickly deemed them not promising enough before having really explored them. We eventually defined a third concept from ideas that were roaming around the team for quite some time and were thus ready to prepare the pitch.



In the meantime the art team had moved from exploring the overall themes to working on the visual exploration of the concepts we were fleshing out and creating material to clarify these in the upcoming pitch. Besides a nicely decorated office wall this resulted in new insights for the design team, and a lot of images, of which you can view some below.













The sound team hadn't only set out to find auditory ways to communicate the themes but was also working from the start of the project with the designers to explore and test ways of using audio interactively. As user participation will be vital for the installation, it was clear from the start that we had to come up with ways of making the users influence sound and visuals and the audio guys took a head start in experimenting with this.

What is interesting about the way we worked these weeks is that the design team set out with guidelines to work on the concept in a smaller and more effective group. At the same time however, the art team and sound team were drafting concepts in their own fashion by generating material and discussing it within their teams, and in the entire group. This forced the design team in a good way to constantly reflect on the concepts while creating and defining them as they had to communicate these to the other group members.



It also allowed for new input from outside the design team itself which is great to keep you from making the same circles over and over again and eventually getting stuck. In a way, the art and sound guys were a constant source of inspiration for the design team, which in turn gave the other teams ideas to work with. It also helps in the dialogue, as an image or music often communicates an idea clearer then words and can serve as a platform to discuss a concept over without miscommunication. I think it's valuable to note the way this worked out for us, as all too often traditionally more production based facets like art and sound design are involved later in the process and can't serve this role.

In the fourth week we were ready to pitch the three concepts we had formed to Born Digital. These were named 'Elastic', 'Organism' and 'Tetherball'. I will give you some insight in these concepts and the process we went through after the pitch in my next post.

07 oktober, 2011

I believe introductions are in order



This is Studio L-F. We will be working on an interactive art piece for the Freemote festival, hosted by Born Digital. We’re psyched already to bring you lots of awesome from 7 -11 December, so save the date! With this blog we will keep you posted about the progress of our installation piece from time to time. And because we embrace the idea of collaborative creation that Born Digital values, we will also give you insight in our creative process along the road.

Now then, let me introduce you to the team:






First off, this is Marc De Vreede, besides being a game designer he is our team captain and facilitator of whatever we can think of. If we would tell him we need an old Russian tank, he asks us when. He’s also our private studio-DJ, so if we would tell him we need Kanye West, he asks us why the heck we would want that. Even facilitators like Marc know when not to provide.





Next up is Bram Geerlings, another game designer. That reassuring smile in his picture is there for a reason. He just knows this project is going to rock. Playing with interaction between the physical and digital world are just his thing and he will assure the team brings an awesome experience.






We continue with Joram Wolters, our third game designer. As Lead Design he will attempt to keep the rest of the pack in check, while pitching our concept clear as water to whoever needs to hear it. Besides that, his photographing skills are the reason we all look so sexy.






Moving on to Tommy Friedrichs this digital media designer has a skill list that is just too long to list here. Let’s say he knows his stuff when it comes to programming. He also likes to film, create and spin music, VJ, do visual design and conceptual thinking. And that is just the short list.






Then there’s Kenneth Nelson, interaction designer. Combining conceptual thinking with technical knowledge he might just make sure we’re actually able to build it all. We like our interaction designers like we like our coffee: spicy and inspiring. Anyone who expected me to say black is just being racist.






Next in line is Falco Verholen, not just your everyday graphical designer. He creates colourful modern art with surprisingly little actual use of colour and will surely present us with amazing visuals in the weeks to come.







Going through our art department the next to be introduced is Tom van der Linden, who made the cool team poster you’ve already seen above. We picked him of the streets some weeks ago with a sign saying “Will make art for project spot” and added him to the team. It was a well drawn sign though. With stick figures and all.






Stijn Postmus is our Art Director and a fine one with that. He likes to seek beauty in simplicity, so I will keep this simple as well: this guy will manage everything visual and it will be good.







Presenting Bo van Oord, he will complete the art team and represent us in 3 dimensions. He almost finished modeling the hall we’ll be working in before the rest of us even got home after viewing it. I’m not sure if that’s dedication or skill, but I’m going for the combination of those.





You’ll be listening to Rutger Muller, one of our sound designers. He will make our installation come to life with adaptive music that connects with the interaction and the visuals. Putting from modern classical and electronic music he will surprise us with unexpected compositions, like a true audio ninja.





To complete our sound set we’ve got Daan van Hasselt. He does everything from programming to creating music and visuals. His first idea was to build hundreds of small audio robots so we suspect he might just be using us to take over the world.






Last in the line, I’m Arjen de Jong. I combine game design with performance design and as such create games for existing spaces. Besides that I write and use a dramaturgic view to reflect on games, interactive experiences and my lunch.


That’s it for now. Check the next update for a first impression of what we will bring you this December.