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  • Writer's pictureJay Killerman

Critical reflection

Updated: Aug 28, 2020

In order to experiment and experience the gallery creation process I explored two different methods.


Pre-Supported Build: Occupy White Walls is a pre-existing game that is a solid build game that is free, with free tools that allows you to create your own online gallery. This can be shared with the other game users who are able to visit the online game platform. Occupy White Walls is a virtual gallery MMO. You are supposed to slowly build up your own gallery, employing improbable architecture and the help of an AI that learns what art you like.Your results are shared within the online game community of MMO who are able to visit your gallery.


Built from Scratch: Unreal engine 4 is a game engine that runs and creates games any base scenario that the use is able to direct and form. This is not created on a solid build game basis as it requires exporting from the Unreal engine 4inorder that it can be shared, however it does allow real time real-time technology. It covers a broad scope of development opportunities such as design visualizations and cinematic experiences to the opportunity to develop high-quality games across PC, console, mobile, VR, and AR.


Built from Scratch : Museum Safari.

Is based on a Museum within a Jungle environment. The objects have been removed from their usual Museum setting in order to give a new perspective to the view, and add to their ability to communicate their history. By removing the static enclosed gallery around the object, new stories and discoveries can be woven as the gamer moves within the environment searching for objects. Games such as Uncharted 4 for PS4 have proved very popular in the ‘Indian Jones’ type scenario and setting. Discovery and adventure however need to be incorporated as part of the fun and immersive gaming that Museums and galleries engage in. Therefore it has been important to decide how much freedom to give the gamer in the movements, whether to direct them to the next discovery or just to allow them to build their own map of the environment as they experience it. This is how a game can encourage us to encourage participants to discover and find the objects. An extension of this would be the museum actually promoting their objects within a commercial game would encourage contact, visitors, engagement and education through the sharing of their collections in alternative environments such as Museum Safari.



Pros

The pros of Museum Safari are the free movement and interaction with the environment as there is no restriction to your movement or direction. The Jungle environment gives you an enclosed feeling of seeing the object within a fresh context and the environment around the object is also able to be enjoyed. The adventurer

As this has been built from scratch in Unreal Engine 4 As the creator, I have the freedom to put whatever I wish within that engine.


Cons. Building the game is difficult and further experience will be required to share the game online. As it is an engine, you need further coding skills, detailing to increase its interactivity and animation levels and to publish it. also text box not popup makes it difficult to know what are object are.


Pre Supported Build: Occupy the White Wall


Pros, as this is a prebuilt game, it allows you to connect with others quickly and showcase your displays within the game. Visitors leave behind ingame credits, which allows you to level up and develop your architecture and artworks. The main objective is to create an exhibition which you can share your design work and collections.

The National Gallery London has taken part in this, developing a new built environment for thor art works.


In comparison to building the Museum Safari game, the main difference is I have to build my own structure and make all my own decisions, whereas the Occupy the whe walls limits you to the materials and components that make it as an ‘inside game.


and cons,

I was only able to use the in game tools and objects to create the objects, whereas in Museu m Safari I was able to be unlimited to the amount of object I could put in.


How the objects are displayed

The consideration of placement and creating a new context for the objects.

Cultural considerations.Major decisions - storytelling, environment variations…. Setting the objects within an appropriate setting. - giving an open world feel. Making a conscious decision to move away from the skeuomorphic representation and display of the museum.


By placing the objects in an open world landscape, the user is allowed to adventure within the landscape to discover the objects. There are no sign posts to the objects, allowing the gamer to discover the objects as they have free movement within the landscape. Due to the current limitations of the technology that I have, the objects remain static , however the gamer is able to move around and see the object in 360 degree view. In the future, I would like to animate the objects, so that the gamer can pick up and rotate the object, possibly collecting a token from underneath the object. For now, aas the gamer approaches the object, a text box pops out to give the gamer some of the history and significance of the object.

This was based on unreal 4 game engine.

In comparison to the Occupy the white wall. I was only able to put paintings on the walls and design the space and decoration of the building.


Occupy the white Wall is an MMO game, which is a prebuilt game for those who want to create and show their own Art gallery. Gamers are then able to visit one anothers galleries, this allows interaction, feedback via comments and a building of a reputation for display and curation. The variety of paintings and drawings, as well as the sculptural and architectural works available, can already be overwhelming, however I found myself wondering how forms of more complex, participatory and multipart work, such as performances, new media installations and videogames themselves, could also be represented in this context.








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