Cyberpunk Detective [Prototype]

Materials: (listed below)
Budget: $200-$500
Timeline: (attached)

TECHNICAL STRATEGY:

Leading the charge in visual effects, art direction, and editing, much of my part when it comes to this project revolves around the way scenes are actually executed on screen. Involving a list of advanced effects and scene compositions, most of the programs I will use to create this project involve industry-level applications to give the true visuals that the team is looking. Below is a list of programs that I will personally be dealing with for the course of the project, with a small description attached to each:

[Modeling]

  • Maya: Main 3-D modeling software. Others can be used based on preference. (Free)
  • ZBrush: A digital sculpting tool that combines 3D/2.5D modeling, texturing and painting (good for character design) ($29/mo)
  • Houdini: Industry-standard software that specializes in the creation of visual effects in film and game. Major VFX companies such as Walt Disney Animation Studios, Pixar, and DreamWorks Animation uses this. (Academic License: $75)
  • Marvelous Designer: A 3D design tool for clothes and fabrics. (30-Day Free Trials, $50/ mo)

[Animation]

  • Dynamixyz: Real-time facial motion-tracking software (Software is available, camera alternatives to be researched)
  • F-Clone (Back-Up): Much cheaper alternative to Dynamixyz (Free Trials, $58)
  • iPi Mocap Studio: A tool to track 3-D human body motions and produce 3-D animation. (Free Trials, $45/yr, requires two Kinects)
  • Motion Builder: Autodesk software that will be used to make fine-tunes to motion captures

[Rendering]

  • RenderMan: photorealistic 3D rendering software produced by Pixar Animation Studios (Issuing a request for an educational license)
  • Arnold (Back-Up): With Maya; Free

[Compositing and Editing]

Nuke: Industry-standard node-based digital compositing and visual effects application used for television and film post-production. Already have a 3-year free academic license.

Most of these programs I already have a pretty fair grasp on. It is Houdini and Nuke in particular that I will be focusing on primarily over winter break to learn, as I am the most unfamiliar with the two. It is advantageous to learn these programs because they invite for an industry-level look for the project, as well as provides valuable skills to incorporate into my skillset.

AESTHETIC STRATEGY:

In terms of stylizations, the team has begun looking at different artistic approaches we can take the film, as well as researching any assets that we could use as props, environments, or references. Having just finished the script complete with scene-by-scene descriptions and dialogue, the primary focus will now be on art style and development. Some of the websites we have been looking at that provide free or cheap assets that will be useful for us to include involve CGTrader, Turbo Squid, and Art Station. For the most part, with the theme being cyberpunk there is only so many directions you can take the look without changing what it is, however we will most likely be taking a more realistic approach to how objects are rendered.

IMPLEMENTATION:

In terms of what is complete at this very moment, at this time the script is 100% complete with only minor edits to dialogue to be made. Overall concepts are present, complete with scene- by-scene descriptions that will help construct each scene in a 3-D setting. It is 19 pages in length and is typed entirely in Celtx, which is a website designed for professional scriptwriting.

For a synopsis, the story takes place in a hypothetical version of New York City that has undergone a cyberpunk transformation, and centers around a detective named Kallan Kade who has been retired for quite some time now. Renowned for his skill and reputation, he is called upon one last time for an assignment that will ultimately force him to choose between what he loves, and the fate of the world. The story includes several twists riddled throughout that immediately shift its tone, as well as one major twist at the very end, which really broadens the scope of the entire film. Other characters of the story include Faidra, The Director, Mr. West, Carmine The Saint, Samuels, and Ghost Zero. Below are character descriptions for each:

Kallan Kade: A retired detective who has lived a life of pain and anguish. He is called upon one final time to complete an assignment that will determine his fate. The whereabouts of his family is central to him.

Faidra: An engineer who goes missing at the beginning of the story who holds a big secret and company asset. Her character development with Kade becomes critical to the story’s outcome.

The Director: Head of the police force and intelligence in the city. Presents an ultimatum to Kade.

Mr. West: An important client to The Director. Jovial and high-energy. Has ties with Faidra.

Carmine The Saint: A self-important man in a pinstripe suit. Owner of a Club Rapture.

Samuels: An old friend of Kade who lives in the slums of the city. Former freedom fighter for the War.

Ghost Zero: Highly skilled bounty hunter who is assigned to follow Kade.

So far everything is moving according to plan on schedule. With the completion of the script the team will now focus on early art direction and development, which will begin immediately leading into winter break. During this time I will again take a personal emphasis on learning the fundamentals of Houdini and Nuke to utilize their assets for this project. All-in-all this is very exciting and I cannot wait to move on to the next step.

Intercon Dubai [Industry Event]

Grand Hyatt, 14th-16th October, 2019

The industry event I chose to focus on for my project is a panel-formatted event called InterCon Dubai which is known for gathering some of the brightest speakers with the most transformative ideas that shape the future of computing technologies. Being that my topic is closely related to virtual reality, and the fact that I may very well may be experimenting with it by the end of regular production, I felt this type of event was appropriate to pursue. For this instance, a presentation by Badal Dixit, who is the founder of PearlQuest, was made on how virtual reality is the next big revolution in computing. He began discussing some of the common misconceptions surrounding the technology and emphasized its recent impact upon industries involving healthcare, retail, and immersive art, including filmmaking and video game development.

One of the crucial points he made during the presentation was unveiling how truly exponential the markets for virtual reality is growing. Just back in 2016 the market size was only about 2 billion dollars, but lately with how much it has been trending, we are looking at an exponential growth to 571 billion by 2022. He notes it as a world-record breaking projection for any other industry in the world, which is why it should be taken so seriously. Industry experts note that some of the best stocks to invest in for virtual reality include Facebook, Sony, and Electronic Arts. Job markets are every so expanding with both entry-level and senior positions, with major employers such as Google, Intel, and Microsoft hiring. It truly is such a promising industry, and says a lot about how filmmaking may evolve once our world becomes more immersed with the technology.

Leaders and Role Models – VR

Morton Heilig was one of the earliest known pioneers in virtual reality technology, and was also a filmmaker. With the help of his partner, he was able to apply his cinematography skills to develop the Sensorama from 1957 to 1962. The Sensorama was one of the earliest known examples of a machine that provided an immersive, multi-sensory experience to the user. That said, it is widely considered as one of the earliest virtual reality systems. Similar to an arcade racer, the machine featured a game that provided a user the experience of riding a motorcycle through the streets of Brooklyn. It included wind, vibration on the motorcycle, a 3D view, and even smells of the city. Heilig’s whole idea was to create the “cinema of the future”, of which he ultimately ended up discovering. Heilig’s work relates to my thesis project in how I want to create a physical interactive experience for users to use and explore.

Jaron Lanier is also another known earlier pioneer in the field of virtual reality. His interest dates back to 1985 when he left his job at Atari to create his own startup VR company, VPL Research Incorporated. It was here that the first VR goggles and gloves were actually developed, but had not hit the popular stride these accessories had hit today. Since then he has gone on to work in a research department of Microsoft, and is still viewed by many as one of the prime gurus for VR technology. Lainer’s work relates to my thesis in the sense that his developments created the essential pieces necessary to experience a simulation that I want to create. 

Palmer Luckey is famous for his development of the Oculus Rift, which ultimately sparked a gold rush in the market. In early stages of development, the Oculus Rift was but a few scrapped cell phone parts fit into ski goggles. Amazed at how bad VR technology was at the time, Luckey was determined to bring his product to the market, and partnered with John Carmack to bring an audience to his creation. Multiple tech companies, including HTC, Sony, Google and Microsoft, all hopped on this bandwagon, and the rest is history. Similarly to Lanier, Luckey’s work is an essential part to my thesis in which it provides a system to host what I want to simulate. Palmer’s work is probably the most widely recognized by the general public, the Oculus Rift is a worldwide sensation.

Leaders and Role Models

While my thesis might focus largely on the process of 3-D printing, I have to admit that there is more to it than just that. The 3-D printer is indeed important, but it is also very convenient means to an end. A large part of my influence comes from my time building plastic model kits and more recently being introduced to the world of Maker-spaces. For model kits, I primarily have built robotic figures known around the world as GUNPLA. Gunpla comes from a Japanese Animated Universe known as Gundam where giant humanoid mecha are the focal point of the many series’. Gunpla is scaled down plastic kits of these robots where you use craft tools like specialized clippers, sandpaper and paints to put together and customize your own miniature mecha. The ones behind this are the amazing engineers and designers at BANDAI in Japan. It is the work of the many designers and engineers that figure out how to get a giant robot in a TV show into a form that is not only smaller, but still retains the same details. They also make sure that each plastic figure can be constructed with stability and in the most efficient way possible. They way they put parts together in the instructions still boggles my mind. Its almost putting together this crazy 3-D puzzle. It is thanks to them that I had the inspiration to make a toy of my own that focuses a lot on the idea of customization and the act of putting it together on your own. Everyday I try to figure out how they did with each plastic kit and somehow find a way to incorporate it into mine. It will be tough, but once I find a way, I want to also make figure that has a strong level of detail while also being something that can fit on your desk.

While these plastic models and their creators might be the influence of the past, the present and the fact I even known what 3-D printing is is thanks to a more college related role model. If anyone was a role model for this, it would be IMM’s very own John Kuiphoff. John Kuiphoff’s is a professor of many talents and he has a passion for the physical creative aspect of IMM. Through his digital fabrication class, I was introduced to this aspect that I never really knew existed. His class introduced me to things I’ve come to relate to IMM like woodworking, laser cutting and of course 3-D printing. People forget that IMM isn’t always about whats on the screen. Sometimes its whats in your hand. John was always excited to show off his maker-space stuff and work to us students. He didn’t care for skill level at all, just as long as you were satisfied with the end product. Through him, I learned that the maker-space is the bridge that connected IMM’s digital and physical aspects. You weren’t stuck with a picture on a screen. Now you could laser cut it out and give it to someone as a gift. You could design something practical like enclosures for electronics, or get crazy and creative and make silly key chains to show off. It was through him that I found myself in the maker-space almost everyday that it was open, spending ours trying out ideas whether they were big or small.

As for a leader in my field, I do have to thank Josef Prusa for his great contribution to the 3-D printing community. He is a large part of making the 3-D printing movement more accessible to the average Joe. At only 19 he became part of the Rep Rap community, one aimed at making open source free 3-D printers. Now he has moved on to his personally designed PRUSA series which has be hailed for its quality not in just construction and print results, but also for the companies customer service. The company has less than 100 people working out of HQ in Prague and yet, they are able to produce all of their 3-D printers through his own farm which is literally 3-D printer building new 3-D printers.

Minigame Masters IRL

  1. Suichiro Nishiya has directed almost all of the mainstream Mario Party titles except for the first few, in which he worked as a standard developer. Nishiya’s ability to explore different iterations of the classic Mario Party formula illustrates his passion for giving long-time Mario Party fans a new and exciting way to play. Take Mario Party 10, for example. Typical Mario Party games have players individually move around a board, but in the 10th iteration of the series, Nishiya established a new mechanic of having all of the players journey around the board together. This brought a whole new element of strategy to the game, and surprised many players. Altogether, Mario Party is one of the most beloved series in Nintendo’s history, and much of its success is thanks to Nishiya. However, Nishiya has worked on other titles as well, including Wii Party, a more generic version of Mario Party with wider varieties of modes. Although Wii Party wasn’t as resounding a success as any of the Mario Party game, it has a special place in my heart for bringing me and my family countless hours of fun.

2. Palmer Luckey used his experience with working for a military technology company to create the Oculus Rift, one of the world’s first commercial VR headsets. He had always been interested in virtual and augmented reality, even going as far to make prototypes in his parents’ garage at age 17. While these prototypes were rather ineffective, Luckey’s Oculus Rift was a massive success, earning $2.4 million dollars to fund the project back in 2012. Fast forward to today; Luckey’s invention is as successful as ever, especially with developers leaning more to creating VR games and applications.

3. Piotr Iwanicki developed Superhot, a game where time only moves where you do, in 2016. Since then, the game has grown a pretty sizable cult following, especially due to its minimal and stylish look. The game is not very long, but the replay potential is through the roof, especially considering the game gives you multiple ways to execute the red crystal guys that chase you through each level. Superhot was one of the first bigger games to get VR support, and I can confirm the game is SO COOL in VR. This game was definitely one of the reasons I became so interested in VR, and it’s all thanks to the brilliant design of Iwanicki.

MOTION MAGIC

I currently have two ideas for my senior thesis project, of which to pursue I will make a final decision very soon. For the first idea and one I had in mind when going into this class, is to create a demo reel of work I have created thus far in my areas of motion graphics, 3-D animation, cinematography, and more. The idea is to have all of my best works compiled in a cohesive, fluid segment that can be easily viewed and accessed by any person wishing to see. I believe this is a great way to sum up my time here in college, to show all that I have to offer, and show it in a way that would be representative of my skills in editing.

Video editing I would say is my biggest strength. It is also the type of work I love doing most. Composition, rhythm, flow, artistic direction… these are all elements that go into it, and are all elements I love spending lots of time on perfecting. I believe my senior thesis project itself would be a demonstration of my largest skill, while also featuring the other skills I have. Below I will have attached a recent video I edited as part of rush marketing for my fraternity.

https://www.youtube.com/watch?v=c7qAhIQzOsk&feature=youtu.be

Materials for this project will include all works I have completed up until now (which I have saved, for the most part – other pieces were unfortunately lost in hard drives failures), as well as any programs I need to edit/create them. These programs can include Adobe Premiere, Adobe After Effects, Adobe Illustrator, Adobe Photoshop, MAYA, and Final Cut Pro. The only fear I have at this point is not having enough examples of work to create the vision of a video I have. To remedy this I plan to make more pieces on the side, adding to what I already have. I hope to learn the extra leaps it takes to really create an impressive piece that potential employers will be sold by.

ALTERNATIVE IDEA: CMF PROJECT

This is my other project idea for my thesis, it is a lot more ambitious and pretty exciting to me. Given I have permission to pursue, I would like to begin preliminary works for my Spring 2020 Campus Movie Fest film idea, which will be a cyberpunk-themed 3-D animated experience. Last semester, my friend Greg Patten and I created (with some help from others) a 3-D animated film called “A Hero’s Journey” which was originally set to be a VR-compatible short film. Due to our crew being limited to only us two for the majority of the time, we could not tackle this endeavor, although research was made. The film won the silver tripod award for Best Editing, of which I am very proud to have edited, and also got nominated for the golden tripod award at the CMF National Convention. We did not win, in the end, however looking back we really made this project in a last-minute effort, and with better help this time, we plan to go big this upcoming one.

AdPrice.io

My idea for the senior thesis project is to create AdPrice.io, a social media marketing reference tool for the internet. This will be a website that marketers can use to quickly view the current Pay Per Click (PPC) and Cost per Thousand Impressions (CPM) for advertisements across the most popular social platforms.

While researching the topic, I used many relevant keywords on Google to try and find the existence of such a tool already online. However, all I came across were social media marketing blog articles, mostly written by advertisement agencies, which sporadically mentioned potentially outdated price figures. There does not seem to be web tool that has been built for this purpose, where the important PPC and CPM numbers for Facebook, Twitter, LinkedIn, Instagram, Youtube, Snapchat, Pintrest, etc. are all easily viewable and updated on a single page. Like I previously mentioned, the closest thing I could find was a cluttered list on an old blog article, written by a social media marketing agency which was trying to sell their services. AdPrice.io would not have ulterior motives, and wouldn’t clutter the webpage, making for a fast and friendly experience.

I have purchased the domain, and am thinking of building the site on a TBD wordpress template. With some templates, it is impossible to tell the site is wordpress. I love working with wordpress, graphic design, and learning about social media marketing (something I do a lot of during my free time), so this project would definitely leverage my skills. Hopefully this project can help me land a dream job of working in content marketing for a startup, and helps me to learn a ton about the subject.

Ideally, I would love the price values to be as updated as possible, but I believe it is impossible to gather real time values. I will do more research, but it does not seem like there are any APIs or bots around that grab the current values, and it would be difficult to create these. Since price values do not change very quickly, I was thinking this site could be more of an educational experience where I update the going rates a few times a week (easily viewable on the top of the page), and then break down the individual nuances and strategies for advertising on each of the platforms on the rest of the page. I could also attach a blog as a separate page, which would help for google rankings. I still need to spend time thinking about the type of content I want on the site, in addition to the actual PPC and CPM’s.

As far as backup plans go, I would make a content strategy and video for my startup Vey.io, but right now I’m confident in AdPrice.io and am currently trying to figure out a logo. Thanks for reading!

Minigame Masters

It’s a game where you play minigames. In VR. That’s pretty cool!

I’m not great at making games, so I’d like to design games instead. Having made games before, I know the kinds of things that go into them and the different kinds of workflows that development includes. As such, this document will be the “everything you need” to make my game: Minigame Masters.

The ups will definitely come in designing each of the minigames. However, there is so much more that goes into a game other than just the games itself. I have to think about the UI, the music, the player experience, and so on. It’s going to be a lot less fun when I get into the actual building part. My skillset just isn’t as proficient as it should be for that kind of work.

If all else fails, I could jump into one of the other 30 ideas I have: Esports set design, voice acting an interactive meta/4th wall-breaking story, Dragon’s Lair-esque game…

I’ve already posted my design document, but here it is again: https://docs.google.com/document/d/1JhwvaiGwqwkBxH0IY7rEHbV4f1-gaTnqvjX4YQjqyTA/edit?usp=sharing

Engage-Me-Now: A Thesis on Relaxation

For my thesis project, I’ve decided to create an interactive video relaxation program targeting people with mental, physical, visual, auditory, and sensory disabilities. However, everyone will be able to use it as well. The name of this project so far is called Engage-Me-Now, as seen in the title, to promote engagement for everyone. Using sensory-friendly visuals and audio, it would be an entertaining form of interactive media that engages and relaxes its users. Now, there are apps specifically for this, using meditation and tracking behaviors, but I wanted to do something else that everyone can do and enjoy doing, looking forward to relaxing and playing it. That is what would be a huge strength of this project, since it’s something that hasn’t really been done before.

I came up with the idea based on my childhood, as a person with learning disabilities that stem ADHD and Auditory Processing Delay, and my time in occupational therapy. I played a game called Interactive Metronome that consists of clapping your hands together every time you hear a “ding”, like a metronome, for a certain amount of reps. However, the program has evolved much more since I last used it, so I would often get bored with it due to the lack of actual entertaining engagement, which I know they have more of now. In a way, this program helped me relax over time and significantly increased my focus, memory, and cognition. Although I’m not exactly striving for a program just like this, I do need to give credit where credit is due, and I would’ve never thought of this thesis idea in the first place without my experiences with Interactive Metronome.

For my thesis, I would likely use Adobe After Effects for the visuals, Adobe Premiere to tie the program together, possibly some programming, and Adobe Audition for the audio. I would also be researching different examples of sensory-friendly interactive media, such as museum exhibitions, projects, videos, and games, which I have already started. I think a weakness in my project would be that I don’t really know much about programming, so that could impact the amount of which I want to accomplish. Also, everyone has different needs and sensory triggers, so it might be very hard to actually get something to work in the way that it won’t upset anyone.

I don’t have rough sketches just yet, and I’ve summarized the notes of my early findings throughout this post (very sporadically). However, I am updating my thesis slide deck as I do more research. I will be contacting my old speech pathologist, who worked with me since I was a toddler, and also get into contact with other people with disabilities on campus to learn more and create better prototypes. I also don’t really have any other ideas, at this point it would just be minimizing the amount of work I actually can do in this project.

Response to Steve Jobs’ 2005 Stanford Commencement Address

In a rather ironic setting at a Stanford Commencement, Steve Jobs spends some time recalling some of the ways that dropping out of college has led to the greatest opportunities and revelations in his life. He talks about three stories in particular, each in secession having to do with “connecting the dots”, “dealing with love and loss”, and “confronting death”. In his first story of connecting the dots, Steve Jobs talks about how him dropping out of college led him to create the legacy he known for at Apple. It allowed him to attend a calligraphy class that if he otherwise would not have attended would have impacted the creative design that Macs output today. All of the choices he made in his life was done out of a gut feeling; a hunger to want to do something, which is something that he emphasizes to the crowd. In retrospect, it is impossible to see how the dots connected in his life in realtime, but it is so obvious when looking back. He emphasizes to tackle this by doing the things that you love, and to not live a life the someone else lives.

Steve Jobs relates with first story with two others talking about love, loss, and death. He explains how death is one of the greatest inventions of life. If you live everyday like it is your last, and you determine that you would not be satisfied with your life outcome, then it is a dead giveaway to make a change in your life. To live your life to the fullest is to do what you love, and to excel greatly in that field. To have an ambition or hunger to do something is one of the greatest things you can do; the ceiling for accomplishment really is limitless. For the matters of my own project, Steve Jobs was a pioneer in 3-D animation, creating Pixar Animation Studios shortly after being fired from Apple. He is an inspiration for all trying to join the field, and I would like to emulate that part of his story.