City Obscura
Experimental Design
An extruded map of Stuttgart's “Weißenhofsiedlung” serves as terrain. Four Non-Playable Characters (NPC)—animated humanoid figures—explore the terrain on their own, by running through the modeled streets and squares. The figures remain invisible. Their bodies are replaced by omnidirectional light sources.
The Components:
- A Game Engine
- The section of a 3D model of Stuttgart's “Weißenhofsiedlung”
- Four Non-Playable Characters (NPC)
- Behavioral script
- Coloured Point Lights
- Virtual smoked glass pane
- Virtual Cameras
While exploring the city, they radiate light and cast shadows. When they meet, the light cones mix. A virtual smoked glass pane covers the model at the height of the roofs of the houses. Thus, the floor plan blurs, the colored light diffuses.
This scene can be seen as preceding experiment to the visual identity for the project Current — Art and Urban Space. Here the light emmitting NPCs were replaced with graphical lines, using two-dimensional raytracing.
3D-Worlding, Unreal Development, Video Editing wit Blender
Credits:
Concept and Development: Paul Steinmann