As I started thinking about what kind of environment I will create for the Narrative I imagines a few buildings next to each other for ease of transition. I tried sketching them out, and came to a point where I could not think in flat 2D objects, Since I had Maya on my hand I decided to block out the basic environment in 3D.
This also made it easier for me to decide the angles and views that I might use in the final narrative, which would help carry the story forward.
As I looked for the right views I imagined what other items might be present to interact with.
Here as some of the views I looked at.
At this stage the plan was to make an interactive road with zebra crossings as buttons to get to the other side of the road, to the office.
This would be visible as you go out from the office to go and buy lunch.
After crossing the road you are faced with a choice to go to a fast food takeaway or a supermarket to buy your lunch.
This view would be presented after visiting the shops as a way back to the offices. With click-able zebra crossing.
After coming out of the house and crossing the road you stand next to the offices faced with your first choice.
The insides of the buildings:
For the starting point in the narrative I wanted to have something simple that would perhaps teach the ‘player’ how to move in the story
I decided on the wardrobe and the door later on, before just going for a plain click on play, or the door.
I wanted the house to not be distracting at first glance, so I did not put clutter in the views.
Just go straight to the point.
At this slightly tilted angle the wardrobe seems to be deeper than the previous attempts, and this appeals to me more.
The idea is that this room is viewed as if you are sitting in a chair behind the desk.
Here I am trying different focal lengths of the camera to create a more realistic look of the desk and depth of the room.
Other , less significant objects will be added later on in most scenes.