narrative – Spectrum http://graduationshow.concordia.ca/2016 Concordia University Design & Computation Arts Year end Show Wed, 27 Apr 2016 22:51:07 +0000 en-CAN hourly 1 https://wordpress.org/?v=4.5.2 (UN) DONE http://graduationshow.concordia.ca/2016/un-done/ Sun, 17 Apr 2016 23:14:48 +0000 http://graduationshow.concordia.ca/2016/?p=1461

(UN) DONE

Milin Li

Kara Stone

Amanda Tom

(UN) DONE is an intimate, non-linear narrative game that follows a couple’s relationship as they tie and untie each other while wearing capes with attached ropes. Tying lets the players hear a happy memory, taking turns listening to one side of the story. Untying allows them to hear ways people change, grow apart until they drift away. Special charms symbolize the category of the memory. The ropes on the cape are made with conductive threads, wire, and yarn that are attached to a LilyPad Arduino. The two transmit and receive signals from each other to communicate which ropes are tied, untied together and sends the data to the computer to trigger the corresponding audio chips of the story.

2015
Macramé, threads, fabric, arduino
70 in.

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Chinatown http://graduationshow.concordia.ca/2016/chinatown/ Sun, 17 Apr 2016 23:12:24 +0000 http://graduationshow.concordia.ca/2016/?p=1459

Chinatown

Sam van der Walde

The goal of this info-graphic project was to create something attractive and easy to understand while maintaining the essence of Montreal’s Chinatown with an updated style. The info-graphic poster shows facts about Chinatown in comparison to other Chinese communities in Canada. The origami fortune cookies are meant to act as a souvenir that visitors can take home after frequenting Chinatown. They each contain a bag of tea with a fact about a local business to encourage visitors to explore and discover new places.

2016
Paper, cardstock
7 x 9 in.

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Paradoxanity http://graduationshow.concordia.ca/2016/paradoxanity/ Sun, 17 Apr 2016 22:59:57 +0000 http://graduationshow.concordia.ca/2016/?p=1447

Paradoxanity

Lindy Li Loong

Milin Li

Julian Glass-Pilon

Li Zhi He

Lucas Brunet

Felix Soumpholphakdy

Sean Celestrial

Dror Ozgaon

Paradoxanity won the Best Game Design award in the Ubisoft Competition in 2015. It was also nominated for Best Prototype, Best Art Direction, Best Quality of the 3C’s, and Best Technical Challenge and Innovation awards. Paradoxanity is a cooperative game featuring Xeno and Vulk, who use their time and gravity power to save a planet from evil creatures. When working together, they can travel through time, and therefore switch between the past and the present to restore peace in the world.

2015
Video Game

 

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Doubt http://graduationshow.concordia.ca/2016/doubt/ Sun, 17 Apr 2016 22:56:51 +0000 http://graduationshow.concordia.ca/2016/?p=1443

Doubt

Sasathorn Bhirom

Zachary Hershman

The purpose of Doubt is to explore possible mindsets a person goes through when experiencing doubt. The installation features a narrative whose outcome will depend on the user’s decisions. The user is presented with three storyline tangents to choose from. Each tangent is beneficial for one of the three characters of the story. All try to dissuade the user from siding with either of the other two, even chiming in and asking the user to reconsider their decision, causing the user to doubt.

2016
Wooden stands
5 x 5 ft.

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Longhand http://graduationshow.concordia.ca/2016/longhand/ Sun, 17 Apr 2016 22:54:32 +0000 http://graduationshow.concordia.ca/2016/?p=1440

Longhand

Le Nguyen

Maria Mahdessian

Mel Palapuz

Julia Panchyzhna

Hailey Turcato

Longhand is an attempt to explore the complexity of our identities and how we can express them in a moment in time. Stemming from Taiye Selasi’s TedTalk on the 3R’s – Rituals, Restrictions, and Relationships – identity is much more than “where” we are from, it is where we are a “local”. With this in mind, Longhand aims to explore identity through gestural expression at a specific moment: how do people express their identities through writing and contributing to a greater, public space at Concordia’s Spectrum Year End show? By interacting with the piece the participant is encouraged to contribute, play, and question this very intention. #LONGHANDPROJECT

2016
Translucent paper, wire, indigenous rocks
20 x 4 x 10 ft.

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Falling Utopia http://graduationshow.concordia.ca/2016/falling-utopia/ Sun, 17 Apr 2016 22:51:15 +0000 http://graduationshow.concordia.ca/2016/?p=1437

Falling Utopia

Milin Li

Charles Hanna

Julian Glass-Pilon

Joseph Gabereau

Falling Utopia is a one-player mobile game. The concept is to save people leaping to their deaths from a floating city. The user, as the main character, needs to maneuver a cannon and shoot parachutes towards those falling. As soon as the parachute hits them, it is activated and they slowly fall to safety. There are three levels in this game. As each level is passed, the fire in the city grows fiercer, signifying the next level, and the difficulty increases. At each new level, people with more complex falling mechanisms are introduced to keep the player on their toes and give variety to the game-play.

http://cargocollective.com/milin/Falling-Utopia

2015
Digital Game
6.23 x 3.07 x 0.29 in.

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Canis Minor http://graduationshow.concordia.ca/2016/canis-minor/ Sun, 17 Apr 2016 22:20:06 +0000 http://graduationshow.concordia.ca/2016/?p=1435

Canis Minor

Milin Li

Hope Erin Phillips

Amanda Tom

Canis Minor is an experimental game that explores loneliness, death, and communication over time. As the player drifts through space without any control, their only hope is to intercept messages or to send out their own. However, the player soon realizes that they are playing a dog sent into space as an experimental subject with no chance of returning home. Death is unavoidable.

2015
Digital Game

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