Zero Point Manifold Multiverse trailer

Advertisements

System View, Portals and Zero Point Energy

System view
Users enter the system via the zero point energy crystal – a 3D manifestation of connection point between our world and the 4 Dimensional Manifold loop world.
The first scene shows the user tumbling out of the crystal through the Klein bottle neck, entering a inter dimensional terminal which connects the user to other looping spaces.
The terminal will resemble the mirrored space in the our world – the queens house – but have a maze like appearance
By interacting with this space the users hope to unlock the potential of the Zero point energy. sitemap1_0112.pngzeropointenergy.jpg

A Portal between worlds.portal0003.png

Obviously this doesn’t work in reality. But I am taking the science fiction approach

Redefining spatial regimes

This project uses game engines to explore spatial regimes different from those we abide by in our physical universe. Currently I am doing this in two ways:
1. The 3-manifold
2. Nesting spaces

 

2-Manifold
First lets look at a 2-manifold and the 1975 arcade game “Asteroids”:
The ship is a flatlander, when it exits one end of the screen it Teleports to the other end of the screen. This doesn’t make sense in 2D space, but if we connect the ends in 3D space we will have recognised closed shape: a Torus.

asteroids.PNG

3-manifold
We can imagine connecting our 2D plane by folding it in the 3rd Dimension easily. But creating a 3-Manifold by connecting ends of our 3D space by folding it in the 4th dimension is harder. Fortunately we can imagine what it would look like: an infinitely repeating space, like the game Manifold Garden, or the film intersteller.
3-manifold.PNG
Nesting spaces
While spatially interesting, after a while being inside an looping space becomes the same as being trapped in a room. To connect one infinite space to another we need to nest the spaces using portals. Lets re-examine our Torus.
connnecting torus.jpg

2d manifold portal.jpginfinity diagram.jpg

 

Connecting Two torus’ together is simple, in fact there is no limit to how many looping spaces we can connect in this way.

We can again imagine this in 3D and simulate this within a game engine, using portals in the looping space that connect to other entirely different looping spaces.
portals.jpg

 

iso view of portals.PNG

 

This project becomes interesting when everyone will have their own individual infinite space which can be filled with anything they desire. Users will then be able to travel to other users infinite spaces. This becomes the new way of navigating reality, without the burden of physical rules  that currently constrain us.

Universe of Greenwich

My final design will likely comprise of nested spaces, this leads to challenges in presenting the space in a traditional drawing. The drawing below uses a exponentially rising scale to show the relative sizes of the objects shrinking from left to right.
The drawing shows a journey from the DLR station  through the ORNC and the Queens house.

universe of greenwich.jpg

PS01_1101_Shatter Floor0033.jpgPS01_1001_ STAIRCASE.jpg

Infinite Spaces and Ocean of Consciousness

This week I’ve been Experimenting with Game engines to make infinite spaces, which went well.
Also I’ve been using the transform tool which is proving useful to represent how the eye shifts its focus, only capable of storing a certain amount of information at once.
I am starting to feel as though having a real space in mind would be a useful form to lock on to as something for the mind space to in interpret.

conciousness.jpg

Manifold Garden

Manifold Garden is a puzzle platforming game with computer generated, impossible and endless geometry to explore.

The premise revolves around puzzles that act as a showcase to explain the past 400 years of physics though gameplay, starting with gravity and by then end with a complete understanding of the universe.

 

Condensed brief and visual style

I have  been researching various theorists on oblique drawings, visual illusions, visual perception. In light of this I have been able to confirm a project strategy with a strong theoretical backing that I feel I will be able to translate into a film & use the assets I have thus far developed:
___________________________________________________________________________________________

My design is a dreamlike representation of experience rather than a space rationalised by the mind. The dream is shown as a network of caverns there is no suggestion of an external, or a limit to its depths, the deceptive, dynamic architecture represents thought itself, which the character will navigate.

It is an introspective, meditative space for the user to explore and experience. The goal within the design project is to represent the information about a space that the brain receives presenting the experience, rather than subconscious 3d interpretation of space that the mind constructs.

Visually this will mean elements of the design, and singular characters navigating the space will repeat, while other unimportant elements will be omitted entirely.
The modelled space could not be navigated in the traditional sense, but suggests the experience of a character within a navigable space, the effect is dreamlike rather than literal.

The experience in this dream is akin to a walking through the city in the dead of night, or a forest, or a cave. While alone in this vast space users become detached reality and the networks and support that connect them to others. Navigation becomes self-directed and with a strong theme of choice and interpretation, first and foremost the goal of users in this space is to explore.

Visually this subconscious mind has constructed a vast underground network, there is no suggestion of an external, or a limit to its depths – architecture rather being a functional object represents the characters thought. The character will need to climb and jump over obstacles to navigate this dungeon bringing up allusions of platforming, dungeon crawler and puzzle video games. Often at times the subconscious can be deceptive and unreliable, visual illusion confuse the inhabitant the diverting them from their intended path spaces can sometimes contort and morph as the user climbs navigates the catacombs and in doing so reveals new paths for the user to explore.

It isn’t always clear where the inhabitant is going, occasionally though the illusionary nature of the architecture the inhabitant may take an unintended turn, but the user will come to realise that there are no right and wrong ways to go within this space. This space is a puzzle but it is a puzzle with no final solution.

These monsters precedent

Game designer “Strange Think” has produced a game with similar idea to my initial theme.

Players are:

” trapped in an infinite series of island museums, you can try and escape through the black doors but you are just getting yourself deeper into trouble.

All you can do is look at the faces of the monsters and learn about them through the evil television sets.”

“Each generated house contains up to 8 other houses and each of those contains up to 8 houses and each of those…” “What’s inside that building? MORE BUILDINGS.”