Meta-Universe Project Team|Shu Yufan--Photoresponsive organisms


Project Background

Metaverse

We live in an expanded world that includes the coexistence of real and virtual scenarios. At the same time, the world of communication, dominated by image culture, is transforming into an interactive world in a digitally driven society. As science and technology reach a singularity moment, the Metaverse is revolutionizing the future of society with its unique characteristics. As a new type of Internet application and social form generated by integrating new technologies such as blockchain, Metaverse will bring new opportunities and development, both in the development of new scenarios, new products and services in future digital life and in the upgrading of digitalization, networking and intelligent transformation.
The metaverse is a term used to describe the future iteration of the Internet, consisting of persistent, shared three-dimensional virtual spaces that are linked into a perceptible virtual universe - the next generation of the "physical Internet".
The metaverse breaks the limitations of space and may allow most people to experience world travel virtually, interacting with family members in distant countries with high quality; or learn new technologies directly in a virtual environment, practicing until they master the right way.
In this collective virtual shared space that transcends geographical limitations, we focus our research on a multi-user virtual environment in which users create three-dimensional environments and objects and interact in them with virtual avatars, with the aim of giving experiencers a first-hand experience of the culture and historical heritage of science and technology through architectural composition and historical evolution scenario construction.


Project Description

Metaverse Capsule

This project is led by the Design Future Group of Tsinghua University's Academy of Fine Arts, and aims to explore how the metaverse changes the way we connect, perceive and experience the world around us by constructing a metaverse science popularization vehicle "capsule capsule", trying to refract reality, experience reality, shape reality, improve reality in virtual space, and provide solutions to realistic challenges through virtual experiments. We try to refract reality, experience it, shape it, improve it, and provide solutions to realistic challenges through virtual experiments. Metaverse-related technologies are currently being used in architectural real estate demonstrations, industrial manufacturing processes, and medical research.
We will use the "capsule capsule" carrier and the VR, AR and MR technologies covered by XR to continuously explore the practical application scenarios of the metaverse, so that the experiencer can enter different scenarios and life areas with a new digital identity and interact with different characters, environments and objects, thus studying the new digital civilization generated by the virtual fusion space.
At the same time, we will improve the mobility and accessibility of the capsule, so that more users can have access to the metaverse technology and try to explore whether we can find the entry point to the educational metaverse by improving the physical quality and experience in the virtual world.


 ✦ Author Bio

Shu Yufan
Undergraduates

Tsinghua University Bachelor's Degree in Body Design, School of Vehicles, Class of 2018
Second Degree in Digital Media Art, Academy of Fine Arts, Tsinghua University

In 2018, she entered the body design program at Tsinghua University's School of Vehicles, and in 2019, she began a second degree in digital media art at the School of Fine Arts.
During college, he made independent game DEMO with different genres and styles, "With the Door", "Dry Heat Daydream", "Fractal Dreaming", etc.


Interview Content

Q1.
When did you first become involved with the metaverse?

I'm afraid it's not the first grade (2006) contact "Moore Manor", in addition to not much UGC, basically Roblox, of course, later learned that "Moore Manor" also has its prototype, a player virtual image is a game of penguins to come?
As for the real contact with UGC and participate in it, it is the turn to play the game "Spore" DLC "Galaxy Adventure" in junior high school (around 2013), this DLC allows players to edit their own maps, plot, a kind of ultra-simplified game engine, and can upload the finished adventure to the player community, allowing other players to experience the adventure in the space phase of "Spore" proper play .

Q2.
Why did you choose to do this project?

In the end, it was probably because I read the comic book "Blame!" and was so impressed by the giant structures that were spreading in value that I wanted to make a game that would allow players to explore such giant structures. I was interested in mechanical assembly and Roguelike gameplay, so I did it. But when you think about it, the project has been in progress for a long time, and there is an original "deep earth" worldview, but in the middle of watching "Blame!", so the worldview was changed completely, but also proved that it has a great impact.

Figure 1: The Phototropic Organism

✦ Work Focus

Q3.
What research and advancement has the program undergone during the design process?

The development of "Convergence Creatures" is actually very stream of consciousness, without much research, but of course it can also be said that as much as possible to live the experience of playing all kinds of games in decadence over the years, such as "Besiege" such mechanical assembly type of game and "The union of Isaac" such Rougelike games. As for how to combine high freedom mechanical assembly mechanism with numerical control subtle combat gameplay, it is a reference to "Robocraft" - pvp + mechanical assembly + TPS.

Q4.
What are the main innovations in Phototropic Organisms? How is it presented?

First of all, a one-sentence summary of the game's mechanics: "Convergent Creatures" is a mechanical assembly class + third-person shooter Roguelike game with module collection and assembly, three-dimensional space crawling mechanism and hard science fiction theme as the outward core attraction, and mechanical assembly mechanism to bring the diversity of gameplay and inter-module synergy as the inner core.

       The specific innovation points can be divided into two parts.
In Roguelike games, the player character often has an intense process of ability enhancement, mostly by picking up reinforcement props, while in "Convergence Creatures", the ability enhancement is achieved by the player collecting modules and assembling them according to his own preferences, with a high degree of freedom The process is also intuitive and visible.

Figure 2: Mechanical assembly mechanism

Two: The player controls a character, an arthropomorphic mechanical creature capable of crawling across the physical surface of the level at any kind of angle. This mechanism also affects the game's level design, the scene in the converging creatures is truly three-dimensional, that is, assuming the removal of the gravity mechanism, these scenes are not strictly up and down concept. Even I also added a special event of gravity anomaly, the player may encounter no gravity or gravity direction reversal in the exploration of the situation. Like the figure of each small square is a local level, the player through a structure similar to the elevator to move between these levels.

Figure 3: 3D map

Q5.
The regret of this project?

The volume of my project is too large for me personally, plus I have been catching up with various DDL, resulting in project management can not keep up with their own spontaneous development, the project structure is a mess, until today I do not want to open the project file to look at it again.

Figure 4: Periphery of vertical tectonics illuminated by lightning

Q6.
What is your favorite metaverse designer/work? How do you get inspired to create?

Does the metaverse designer refer to the participants of UGC or the creators of the platform? If it is the latter, then it is the example cited before "Spore" producer Will Wright, one of the few major European and American manufacturers in the early years (I can not think of anyone else for a while) have the concept of UGC and promote the producer.

Figure 5: The Spore

Q7.
In the future, how does metaverse creation relate to personal development paths?

It seems that the current development of the creative or design-related industry is a process of constantly pulling down the threshold from experts to hobbyists and AI. Personally, I hope to experience as much of the simple joy of creation as possible before AI completely replaces the role of humans in the creation of the metaverse, while making a living out of it with pride.

Q8.
Introduce a book that you want to read

Vernor Vinci's "Rainbow's End", in a sense, is considered a failed prophecy of modern technological development in the XR direction more than a decade ago, and would like to revisit it to mock some, but who is it mocking?


Team Introduction

✦✦ Creative Director ✦✦

Fu Zhiyong

✦ Undergraduate team ✦

Li Yuelin
Liu Zigai
Xu Han
Su Yi Fang
Shu Yufan
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