WALLPAPER Environment

WALLPAPER Development Phases

WALLPAPER, a narrative game by Andy Campbell and Judi Alston (One to One Development Trust’s Dreaming Methods) went through a number of experimental visual phases before emerging the way it looks now. We thought it might be interesting to share these phases! The original colour schemes were warmer and the environment details such as fog ...

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White Box

“Didn’t we have a lovely time the day we went to Bangor.” It’s a long time since 1979 when British folk band, Fiddlers Dram wrote ‘Day trip to Bangor’ and I’m sure they would be particularly impressed with the changes there, most noticeably the new home of arts and innovation, The Pontio. We are excited to ...

WALLPAPER Environment

Light and dark

One technique we’ve developed specifically for WALLPAPER is the slow deterioration of light. In the story, our main character PJ arrives in the early evening as the light is fading. The electricity provider long since disconnected the power, so a large portion of the work involves PJ exploring his family home under torch light. This ...

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Papering over the cracks

There is something really interesting about the history of wallpaper – its place in our lives and culture. Decorative paper that smooths over the cracks, bringing colour into another wise bland space. In WALLPAPER, we peel through the layers of paper to unearth the stories of times gone by at Dalton Manor, uncovered by the ...

lit festival september 15

Wakefield Literature Festival: Uncovering Digital Fiction

We were really pleased to be part of this year’s Wakefield Literature Festival hosted by BEAM. The festival now in its fourth year, has grown significantly into a vibrant 10 day programme with a diverse range of literature based events, talks and masterclasses. Our talk Uncovering Digital Fiction was a great opportunity to share our latest ...

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Visual Programming

WALLPAPER has been created using what’s known as visual programming. Actually, that’s a lie: we’ve had to write several lines of code to connect things up between the reader/player and the interactive parts of the game world. But that’s it. Hand-coding (typing in reams of commands) has been completely avoided. We’re putting WALLPAPER together in Unity ...

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The Digital Canvas

So far July has seen some fantastic progress on WALLPAPER. We’ve been working incredibly hard on graphics, atmosphere and lighting, and we’ve had our first sneak preview of the fabulous audioscape/soundtrack being created for the work by Barry Snaith. Exciting stuff. Over the many years we’ve been making digital fiction, we’ve generally found ourselves constructing ...

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The use of text in WALLPAPER’s gameworld

In our last collaborative work, Nightingale’s Playground, which is comprised of four very different parts, we experimented with text in a three dimensional environment, allowing paragraphs from the story to ‘hang in the air’ and sentences to curl and weave like cobwebs around a claustrophobic house interior. We’ve always been keen to return to this idea ...