dave seah: better living through new media Filter Navigation Temporary Redirect Page Personal Articles Productivity Articles Compact Calendar The Printable CEO Series The Printable CEO Series Back to Home Page Admin:Login

MFA Thesis (1995)

POSTED 09/03/2004 UNDER Portfolio

The MFA for Computer Graphics Design Program at RIT required a thesis to graduate. I'd always wanted to make a game, so I thought maybe I could put together something about a favorite topic: Space Travel! I wanted to get the feeling of early aviation prior from around 1920 to 1935, when travel was an adventure.

oo


I created a number of renders using 3D Studio R3. This Moon Base was the final destination. I created a bump-map source using a bunch of tools, then brought it into 3DS R3 (that's the DOS version, sonny).

One nice trick was to use a touch of the layered fog feature of 3DS R3...just a tiny bit above the floor. It adds to the dusty effect in the shadow of the crater rim. Unfortunately, I didn't have enough memory to really get the high-resolution cratering I wanted; this angle is the only direction that hides the edge of the world. This was a 32MB 486 running at 66MHz.

User Interface


The central theme of my Thesis work was multiplayer interactive tile-based adventuring, using Director 4.0. Two Macs (PPC 7200 machines) were connected via a serial cable, and two people could explore and chat at the same time. You can see the elements of the screen here... it borrows much from Ultima I and Internet Relay Chat (IRC). In fact, it worked like you'd expect such a hybrid to work.

The map is actually tiled graphics. I wrote a Director XObject to do fast screen scrolling using QuickDraw calls, which gave the game acceptable performance. By using a tile as an "stamp sprite", I could both overcome the 24 sprite limit and have a dynamic, fast display. It was quite a trick back then. I also wrote a map editor in Director that would load/save maps as you walked from location to location. Alas, I spent more time programming than drawing, so the tile graphics were rather rushed.

Although my MFA Thesis focused largely on the 2D tile-based adventure experience, I created some animated "cut scenes" to enhance the sense of place. There were four stylistically-simple animations, done in about a week. All were created and animated with 3D Studio R4 (free upgrade!) and an additional 32MB of memory for a whopping total of 64MB! Wow!

If you're really curious about the details, I tracked down and converted the thesis into PDF from the original Quark doc. It's at least fun for the pictures.

» Read Dave's MFA Thesis (PDF)
must...resist...editing...thesis...

Thank you for printing this article! Please note that all material on this website is copyrighted by either David Seah or individual comment contributors. To request permission for republication and distribution, please contact David Seah (http://davidseah.com/contact).