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Collaborative

Critical reflection

Our initial idea for the collaborative project was to create a number of virtual installation spaces with 2D animations as our exhibits. My role was to design these spaces and composite the animations onto them to create the final product.

Midway through the project, the group members responsible for creating the animations decided that the time was not enough to create multiple different animations for different rooms and therefore the decision was made to limit our work to a single space. My intention with the creation of the space was to ‘follow’ the animations instead of designing them independently. However, due to the aforementioned time constraints the animations were sent to me very late into the process which left us with no choice but to choose one of the preliminary designs that I had created. Furthermore, I encountered some technical difficulties with rendering the final product as a result of using still images for all our drafts having no access to the animations. With not enough time to solve those problems I had to strip down several details and compromise quality in order to deliver a presentable final product.
Another difficulty we experienced was choosing the format for the final project. In order to create the most immersive experience possible it was my opinion that VR would be the preferable medium. However, since no member of our team had significant experience with VR I was aware of the possibility that we would not be able to reliably deliver that which indeed was the case. Instead we chose to use our project as a model/blueprint for similar undertakings whether in VR or real life.

I chose to work in this project due to my interest in the VFX of the lived environment – architecture, interior design,etc. It gave me the opportunity to work with a specific brief instead of experimenting in my personal time or gathering encyclopaedic knowledge. I believe that I conducted adequate research in the fields of installation art and interior design to form a solid base for the design process. Although I do not consider original design to be a strength of mine, I believe I made positive developments during the project, especially in producing quick drafts that were necessary due to the difficulties I explained above that caused the majority of the work to take place quite close to the deadline. Regarding my technical work I was satisfied with my ability to model and texture the environments, however I discovered that I had a lot of work to do in my ability to put the pieces of the puzzle together. I was not able to fix certain issues in a small amount of time or to incorporate new techniques and software, resulting in a final product of diminished quality.

Lastly, despite me and my teammates enjoying a smooth and productive working relationship, it is very apparent that we should have done a significantly better job at creating and enforcing schedules and milestones in order to avoid the problems that we encountered. In my opinion, the final product reflects the above, as it is an encouraging piece of work by developing artists but does not meet the standards of professional work.



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