I have now assembled my sentient buildings with more arms and window eyes. I am satisfied with the wonky building arm layout and general abstract art vibe.
My level can be viewed from multiple angles. I am pleased with the diagonal lines and geometric forms which can be seen at multiple angles. I added additional building limbs which added movement/visual interest to my level. This screenshot is not from the player’s perspective, but it shows the lights which I added into streetlamps and windows. I feel the colored lights added visual interest and helped to illuminate soda can crinks.These next few screenshots are from the player’s perspective. I increased the height of the player and also widened the camera’s field of view. I feel that with these tweaks, the player can now appreciate the wonky nature of my sentient buildings. I also added colliders to my prisms so the player can view the level from platforms of varying heights.This player view is from a building slanted down. You can see the blue light shining through the window, I felt that this suggested a bit of life in the object/creature as well.I thought it was interesting that the yellow light added some cool textures to my street lamps. I had used a photograph texture of striped carpet, but the yellow light caused interesting speckles. I was most satisfied with crink #3, the short and squat version with textured metal eyes.
Below are screenshots of my modular kit and clutter items arranged on a rectangular prism in Unity.
Here is everything all together.These are my four main buildings. I duplicated and scaled these objects before hanging them off my level’s base. The player may walk on the building creatures angled downwards.My two main building arms/limbs on left, the diving board platform in back, and on right an assortment of windows, limb connections, soda can crinks, and the street lamp. Here is the ground piece textured with a fire hydrant photograph as the base. Prisms allow the player to see my building creatures at varying heights. I felt the neutral color and geomotric shapes fit well enough with the abstract art theme that I did not add additional coloring.
I also want to note that I realized my photograph textures work well with one of Polarenti’s core concepts. Within Magora, most objects manifest as collections of objects which are related to themselves. This was inspired by racing thoughts and flights of ideas. So by using textures of objects related to buildings (firehydrants, side walk materials, carpets etc.) within the sentient buildings themselves, I incorporated the mutant object concept into the texturing of my modular kit. I found that interesting.