Revenge from nature-FiFi & Yao

We started at the point of the situation after Typhoon.

This is Unity form about the revenge from nature. Our concept is,  anything that humans do to nature will eventually feedback to ourselves, possibly for worse. To think about what if the environment is raining garbage. And our goal is to let audiences to rethink about their behaviors and to imagine what if the surrounding environment which is the result of revenge by the environment. How can people bear or complain about it? Our artwork is to create a “world” which suffered from nature revenge, then humans live on the sea, using boats instead of every transportation. We did research about Typhoon, and we found out every-time after Typhoon, there has the amount of garbages.

This is in HongKong which after Typhoon, people complain about it, but they never rethink about their behaviors.

and We came up with the idea: 

Anything that humans do to nature will eventually feedback to ourselves, possibly for worse. To think about what if the environment is raining garbage.

The artists, Tim Noble, and Sue Webster played with the idea of how humans perceive abstract images and define them with meaning. The result is surprising and powerful as it redefines how abstract forms can transform into figurative ones.” In addition to these shadow sculptures. 

Thus, the goal of this project is to, imagine what if the surrounding environment which is the result of revenge by the environment. How can people bear or complain about it? 

Any mistreatment towards nature will meet only with the revenge from it.

As for our future iteration, we need to have a strong concept and visual, and we hope our further iteration is to add interaction to enhance the relationship between humans and nature. To improve the concept of “any mistreatment towards nature will meet only with the revenge from it”.

    

    

   Link for presentation: https://docs.google.com/presentation/d/1mwWV9Toi0AmsuiRBfxwb2wmvEAynk_Gkjov-VRJNuwo/edit#slide=id.p

We build up this world in unity, one thing important is to let audiences can interact with the game. We put the context before the game starts, “Excessive exploitation of natural persons, the destruction of nature, will be the natural punishment and retaliation.” “The sea level rise and keep raining garbages…Thus, humans have used boat instead of any transportation…” “However, while humans are rowing, the garbages will keep raining…They have to avoid it. Or, if collect up to 3 garages, the boat will seek…”  However, after the playtest, we still have to refine our project, we need to think about why people have to avoid these garages? Did this project really remind people something? Or did people receive our concept? Did we approach our goal?

They play around the garbages and then gave the audience a strong visual shocked.   The result is surprising and powerful as it redefines how abstract forms can transform into figurative ones. We are interested in these precedents because audiences can directly catch the concept that artists want to express. Everyone knows the thing easier. 

Our target audiences are humans on this planet, and our core experience is to use a strong visual and funny way to remind audiences that our world is becoming worse, even worse than we can imagine.  Audiences can use keypad to control the boat and avoid the garbages. We build up the world in Unity, and use cube to surround the sea, in order to make sure audiences not going out from the sea. And we build up some “mountains” above the sea to represent the sea level rise and we paint the color which we download online. As for the sea, we use assets in Unity.  However, when we doing playtest, testers show that the visual is pretty cool, but they pointed out they cannot catch the concept very well. And people who do not know the Unity, they do not even know how to control the boat.