Archive for the ‘Growl Project’ Category

All in the details

It was a busy weekend for team Growl.  The countdown is on for the debut of our Hydropic Project and we’re concentrating on all aspects right down to the marketing….or the lack of.  So to get us started we stepped out of the box and decided to combine two great things people love.  Unconventional marketing and cookies!

The Ben's showing off their work.

The Ben's showing off their work.

That’s right, fish shaped sugar cookies decorated in blue homemade frosting.   Keep an eye open because they could be showing up in a lobby near you.

In addition to all this awesomeness we now have the coolest frame to a three walled projection screen NMTP has ever EVER seen on this side of the Mississippi.  Lets watch from start to end.

First we got a plan….

Then we assemble the parts

That all came out of Neon.  Just try to imagine, halarious!

That all came out of Neon. Just try to imagine, halarious!

We fallow the plans almost to a t.

Becoming 3D

Becoming 3D

Improvised as needed.

We all have a little Captian

We all have a little Captain

But in the end we have this!

Epic Screen from Team Growl on Vimeo.

Well I hope you liked it come back to view more of what we’ve been up to.

Good Night

We have stopped progressing…only not really :P

It’s been a rough few weeks for Team Growl, while the looming deadline of ImagineRIT is coming soon, there is also much work to be done to secure plans for after graduation. However, that has not stopped out Team from accomplishing great work!

A major part of our project is the physical aspect to it, without the proper screens and controlling devices to support our idea the overall atmosphere of the game might not be realized. This is a picture of Nycole with a screen.

IMG_3112

Note the bubble print skirt. That’s called attention to detail, kids.

The designers did things too. Here are some comps.

Cool right?!

Totally badass? You bet.

We’re made of win.

The developers have done stuff too! Development in XNA has had it’s learning curve but overall has been not bad, and even kinda fun!

Stay tuned for branding and more actual code talk.

Coming down to the final month, there is still a lot to do, but so far all looks to be in place to reach the ImagineRIT deadline!

Preparing..

Preparing…TO BLOW YOUR MIND!

LAST WEEK TEAM GROWL MARCHED INTO AWESOMENESS AND KICKED IT’S ASS!

ARE YOU SITTING DOWN? YOU BETTER BE!!

Objectives were set for a beautifully productive Friday night meeting.

The way team growl approached the meeting  was quite simple, come in looking to fix the details of our project and combine/collaborate on design directions. There was also a goal to come up with a functionality list.

TEAM GROWL DESTROYED THESE OBJECTIVES IN A MATTER THAT CAN ONLY BE MILDLY COMPARED TO CHUCK NORRIS IF CHUCK NORRIS HAD CHUCK NORRIS’S INSTEAD OF HANDS AT THE END OF HIS ARMS.(see fig.1)

fig.1: Chuck Norris if Chuck Norris had Chuck Norris for hands.

chuck-norris-with-guns

The design team once again was presented with a problem. And once again left the problem cold and defeated in a dark alley wondering what it did wrong.

CHECK OUT THESE COMPS!!

char-render

ARE YOUR EYES BLEEDING?! THAT MUST BE THE AWESOME. I’m sorry to inform you but IT WILL NOT GO AWAY EVER!

THATS RIGHT! TEAM GROWL IS HERE TO STAY*

courage_wolf_by_sagatarius677

FINALLY GOT BACK UP TO LOOK AT MORE I SEE! Well LUCKY YOU!! We GOT MORE!!

THIS ONE HAS THE WHOLE FRIGGIN GAME IN IT!?

Wowzers!!!

mapMockup2

How could there possibly be more? I mean really…they’re only some students.

FASTEN YOUR SEATBELT! THERE’S MORE!

ERMap2

KAPOW!!!

room_comp

Wow… Productivity. Awesomeness. Complete.

HOLD ON. BACK UP! THERE’S DEVELOPMENT WORK TOO!?!

You bet your ass there is!!

LOOK AT THIS XNA PROTOTYPE! IS THAT NOT THE MOST AWESOME SCREEN CAP OF AN XNA APPLICATION YOU HAVE SEEN IN 5 MIN?!!

THE BEST SCREEN SHOT IN THE ENTIRE WESTERN HEMISPHERE!

How about some learning and controller action?There’s no way we had any of that…

OH WAIT. WE DID.

controllingXNAScreenShot

…is your mind blown yet?

BECAUSE IT’S ABOUT TO BE!!!!

3D PROTOTYPING!!! + STARSHIP ENTERPRISE!(Bonus points)

WindowsGame1 2010-02-16 01-27-09-67

…and of course Team Growl had many more prototypes that were TOO GOOD FOR FILM!!!!!!

In short. Team Growl kicks ass like Samuel L Jackson on any normal Tuesday.

The end.

*or the end of the spring quarter…whichever comes first.

**************THE OPINIONS IN THIS BLOG POST (while all completely 100% accurate) ARE NOT REFLECTIVE OF THE ENTIRE GROUP…OR EVEN MOST OF THE GROUP. OR MAYBE ONLY JUST ONE GROUP MEMBER WHO WAS BORED WITH THE BLOG POSTS…IT’S ENTIRELY POSSIBLE.

HE WILL PROBABLY REWRITE ALL OF THIS. HE REGRETS NOTHING.*************

Code Experimentation

Ben McChesney and Ellen Rockett recently discussed their findings on coding experiences within Dawes’ book. Ben started the discussion by describing how little things in life can influence one’s coding experience. For instance, Dawes had an old McDonald’s wrapper that intrigued him visually, thus inspiring him to create “McGoogle.” However, although this was a useless project for him, he still was able to learn heavily from the experience. Projects that had no practical use turned out to be great learning tools for Dawes, and he advised the reader to get inspired by outside sources and experiment with code, even if it does not relate to anything that’s currently being worked on.

Another project Ben discussed was a data visualization at the Los Angeles airport, in which Dawes used his webcam. Dawes noticed different patterns of people walking by him, which inspired this visualization. He set up his camera for a certain amount of time and used pixel values to visualize the data of the people walking by, once again making the point that anything in life can inspire a project.

The last point in which Ben made in his discussion was that changing only one or two variables within code can make a large difference in the outcome. He discussed a project about an endless spiral, in which the picture of the end result was shown, to help illustrate this point.

Next, Ellen began discussing different short examples of Dawes experimenting with code in the book. Some examples include how he used code to calculate the distance between two points, a website in which a sound clip plays as the user input moves closer to objects, a Batman visualization in which Dawes used letterforms to recreate images within the retro television show, and a visualization of movie frames. Overall, Dawes felt that as a developer, he notices things that he might find useful as he goes along in his everyday life and he decides to design software to accomplish these desires, which in turn, saves him time later on in his daily activities. For instance, he created software to save bookmarks for his vacation research, so that he did not forget to do so, which saved him time overall by not having to go back and research the same findings repetitively.

The discussion can be found on Team Growl’s Vimeo.

Team Growl Book Talk from Team Growl on Vimeo.

Designing an Experience

The focus of this week’s discussion revolved around the importance of designing a comprehensive experience for users, both in terms of usability, as well as visual appeal.

 

The first example of this involved a hunk of cheese the author had purchased and had delivered to his home. He admitted that although he could indeed have purchased cheese of equal quality from a local store, the element which made the difference in his purchase was the presentation, or the “experience of getting to the product”. In order to open up the package, he had to first remove the cheese from the plastic, branded shipping package – very high class. Inside, the cheese was wrapped in some ridiculously lavish paper, and sealed with a couple of gaudy stickers branded with the “Harvey Nichols” logo.

While this unnecessarily fancy wrapping job raised the price of the cheese slightly beyond that which could be purchased locally, the author argued that the experience of unwrapping the otherwise mundane product gave it a sense of worth beyond the store-bought variant. Though this may have seemed somewhat preposterous at first, we ultimately decided that products endowed with a special, branded experience of some sort definitely feel more special than more generic product.

Our main discussion on this topic concerned the differences between name-brand cereal and the generic store brands. Many name-brand cereals go out of their way to build an experience over that of the store brands. Between mascots, colorful box art, and hidden toys, nobody contested that the “experience” around brand-name cereal is far superior to those surrounding the more generic brands.

Another interesting example we discussed is how the flashy 3D presentation for James Cameron’s Avatar was likely the largest contributing factor to the film’s humungous success in theaters. Although the story, dialogue, and characters break no new cinematic ground, the visuals, for once enhanced by 3D, immerse the audience much more effectively than any movie ever has to this point. Without a doubt, the strongest aspect of Avatar is the visual experience.

 In short, no matter the quality of a product, the deciding factor of its effectiveness often comes down to one thing: PRESENTATION. The presentation and experience of an otherwise mundane product can ultimately elevate it beyond its competitors, serving as a hook for prospective users or customers.

 

 The next topic of discussion was the importance of effective and intuitive interfaces. The author recalled an instance where he was on an airplane, and his neighbor was having difficulties with a video interface on the back of the seat in front of him. When the man tried to interact with the touch screen, selecting a video to play, the device ended up taking longer than he thought was reasonable. Instead of waiting patiently, the man did what came naturally to people faced with frustratingly slow technology – he punched the button – again and again, harder and harder. While this would ordinarily be a minor problem, this particular interface was mounted directly on the back of the seat in front of him. This way, every time he hammered his finger into the screen, the person sitting in that seat had to suffer having their head pummeled forwards over and over.

 One such example of a poor interface we discussed was the confusing layout of burner controls on certain infamous kitchen stoves. While conventional stoves have four burners arranged in a square, many of these stoves do little to indicate to the user which dial controls burner. In addition to being a nuisance, this kind of poor interface can create hazardous conditions, leading to severe bodily harm.

 The point of all of this is that a confusing or ineffective interface causes problems for more people than those directly using it. By pounding on the screen, the man seated with the author caused the passenger in the next seat to become agitated, who in turn may have had less patience with others over the course of the day. No matter how impressive the capabilities of a system may be, the whole experience can be quickly ruined by a poor interface. After all – what use is an interface if nobody can figure out how to operate it?

 

 The last subject of discussion focused on the subject of “evidence of use”. The author argues that these marks of physical wear and tear are something that is sorely missing from the digital medium. In a world where everything is sterile and static, he feels that we lose part of “that which makes us human”. Where beloved books have telltale marks such as coffee stains, creases, worn edges, and broken spines which indicate fond use, there are no similar signs of wear on, say, our favorite MP3 files.

 While I don’t fully grasp the relevance of this, I understand where he’s coming from. There’s just something comforting and novel about looking through an aged family photo album where all the pictures have been discolored and faded over the years. This same sort of novelty is most certainly lacking from images scanned or transferred into the digital medium. Despite this, I fail to see what such a “wear and tear” feature would add. In my opinion, it’s this level of indefinite preservation which made the digital medium preferable to analog in the first place.

This weeks video:

Our video broked. from Team Growl on Vimeo.

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Team Growl

Seven-member team of New Media Development and NM Design seniors at RIT. Our project is to create a digital installation project for Imagine RIT 2010.