{"id":110560,"date":"2020-03-20T20:31:00","date_gmt":"2020-03-20T20:31:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/359838"},"modified":"2020-03-20T20:31:00","modified_gmt":"2020-03-20T20:31:00","slug":"blog-vr-ar-a-renaissance-art-form","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/03\/20\/blog-vr-ar-a-renaissance-art-form\/","title":{"rendered":"Blog: VR\/AR &#8211; A renaissance art form"},"content":{"rendered":"<p><strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<p>I recently had the pleasure of presenting&nbsp;at Google in Zurich in a talk titled, &#8216;VR\/AR: A Renaissance Art Form.&#8217; While the title focuses on virtual reality and augmented reality, the presentation&#8217;s content explores how classical craft can inform our understanding of interactive empathy across transmedia using a sensory approach to design.&nbsp;<\/p>\n<p><iframe loading=\"lazy\" allowfullscreen frameborder=\"0\" height=\"360\" src=\"\/\/www.youtube.com\/embed\/IVxJVJHN_7Y?rel=0\" width=\"640\">[embedded content]<\/iframe>My personal approach to game design (as outlined in the presentation recording above) is informed by <em>gesture drawing<\/em>\u2014the practice of drawing a live model within a limited time period that can be as short as 30-seconds or 1-minute. The relevance that gesture drawing has to interactive media is that it similarly involves a person (player) observing a dynamic subject and making split-second decisions before reacting with appropriate gestures (inputs). Just like a player reacting to on-screen events by directing their avatar\u2019s movement with a controller\u2019s analog stick, the artist expresses movement using a minimalist set of lines of varying aesthetic quality. In both cases, the artist and player have a unique and personal opportunity to embody the aesthetics that they perceive visually\u2014physically channeling the subject\u2019s energy through the act drawing\/playing.<\/p>\n<p>My gesture drawing experiences\u2014more than any other artistic practice\u2014have led me to develop a methodology that approaches the game design process that prioritizes aesthetics over rules and game mechanics. Titled <em>Interactive Empathy and Embodiment<\/em> (IEE), the framework promotes a high-level sensory design approach for video game design, although the concepts are also relevant to interactive media like virtual reality (VR), augmented reality (AR) and cross-reality (XR). You can think of sensory design as working inside-to-outside, whereby the design process starts by defining the aesthetics of the player\u2019s physical state before orchestrating external, game design solutions that evoke this predetermined experience. In other words: A-D-M (physical aesthetics-dynamics-mechanics).<\/p>\n<p><em>Please note that IEE was formerly called Adaptive Gameplay Aesthetics, about&nbsp;which you can read the fundamental principles on <a href=\"https:\/\/www.gamasutra.com\/blogs\/ChrisSolarski\/20180809\/323929\/ADAPTIVE_GAMEPLAY_AESTHETICS_PART_1_A_Disruptive_Game_Design_Framework.php\">Gamasutra<\/a> and via <a href=\"https:\/\/gumroad.com\/l\/TtrHn\">Gumroad<\/a>. I&#8217;m still in the process of finishing an all-new framework walkthrough, which will be the culmination of 15+ years of work in the area of classical art and game design. Please follow me on <a href=\"https:\/\/twitter.com\/SolarskiStudio\">Twitter<\/a>, <a href=\"https:\/\/www.facebook.com\/SolarskiStudio\">Facebook<\/a> and <a href=\"https:\/\/www.instagram.com\/solarskistudio\/\">Instagram<\/a> to stay updated, or visit <a href=\"https:\/\/solarskistudio.com\/\">solarskistudio.com<\/a> for more info.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I recently had the pleasure of presenting&nbsp;at Google in Zurich in a talk titled, &#8216;VR\/AR: A Renaissance Art Form.&#8217; While the title focuses on [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":110561,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-110560","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110560","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=110560"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/110560\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/110561"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=110560"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=110560"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=110560"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}