Tuesday, November 3, 2009

Movement and Motion in Environment Design

Shown above is the game Fable 2. Much of the environment is made to be acted on in order to perhaps jump over a fence for example. This would normally occur as you come within a certain distance of reach of course. The human perception of motion allows us to realize that a distance is closing as we move toward it with the use of flow of movement. The use of this movement along with depth perception come hand in hand with a human's perspective of space. Just as you wouldn't try jumping over a fence that was too far, naturally this aspect is used in the game Fable 2.

http://scathingaccuracy.com/pageFiles/review/images/fable%202/fable-2.jpg

Shown in this image is the simulated reality, PS3 Home. The environment is made to show users which directions and locations are accessible. Seen in a distance, a light tan circular area is a location we can see a gathering of users. On the right, we see another users running toward the current user's perspective through the use of a stairway. These are just some of the ways to make users realize and make use of the depth to the environment that the Home creators made to imply areas to move toward. While not shown in this image, the user who access the device shown has the option to look around the device which I find to be a very good use of motion just as though you would turn your head in attention to something else.

http://media.obsessable.com/media/2008/12/12/29-basiccontrols2.jpg

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