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euro subconscious

Overview

  • Night time party locations means light and the play of light on water - this landscape has the Gallery and the Carousel for all them lights!
  • Anything is possible - be surreal – max out on that in the dream zones - the Euro Subconscious terrain will be the first example of the surreal landscape we chase
  • Implies a park setting as a tap into the subconscious dream world - bridges and ponds as the center of dreams - an example of the most modern of all the structures that will end up on Nemo’s Mind
  • As one of the sets of collected global architecture (the dream structures), the Euro Subconscious terrain is just one example of the surreal themed areas
  • By being surreal, these structures fit into the the theme of being within "Nemo's Mind"
  • The Euro Subconscious terrain shows how powerful sets of architecture can be. The first iteration of the Euro terrain is restricted to only structures that are physically round in some way, to show the richness of global architecture..  fire circle, Stonehenge, Greek temple, Roman amphitheater, Roman lighthouse, castle, park with gardens and gazebos, dome capped hall, carousel - all round.
  • Will look like a turn of the century landscape painting - a bluish white distance fogging - possibly mixed with very low but discernable clouds as back drop to gently rolling hills and structures - reminiscent of Maxfield Parish (use same sepia type colors) - all structures that are accessible are round or have motifs incorporating spherical or circular architecture - will have lots of European structured park and garden effects such as well defined paths and lawn cut in a circle around the base of trees - very European style manicured terrain - earlier part of terrain reflects turn of century fascination with ancient Greek and Roman - structures as you climb from beach are old ruins and become more recent architecturally as you move up the slope - time theme

Euro Subconscious - Placement in the Navigation Scheme

  • If the explorer follows the beach all the way around from Genesis Beach until the beach turns West, they will come to the end of the beach - hitting cliffs of the volcano and find the lower reaches of the Euro Subconscious
  • The area can only be accessed from the beach, so the explorer could run into the cliffs (So Euro terrain is between the walls of the volcano and then cliffs drop off the outer edge of the Euro area). Explorers wanting to access must drop down to the beach.
  • If the explorer misses this area in the first pass then they will hear about it later when comparing notes with other explorers - but there will be something shiny that can be seen from the deserts to attract the attention. 
  • The first major attractant of Nemo’s Mind that the explorers could reach

Theme Tags

  • Surreal - interactions with the architecture
  • Global - architecture and art
  • All spherical lends to the dreamy versus hard edges
  • European landscape 
  • Time - architecture is arranged by era from lower slopes to upper

Theme

  • This terrain is a turn of the century (the other one)  European view of its own architectural roots - this terrain is an example of how easy it is to take our rich global heritage and be able to fill a whole terrain with architecture within any constraints desired - this terrain sticks to spherical influenced architecture, columns from ancient Greek to present day, and in this case all European, all architecture.
  • Will look like a turn of the century landscape painting. A bluish white distance fogging that maximizes the surreal and mysterious versus the realistic fogging. Non-gamers will be fascinated how structures can be in distance fogging and then disappear or reappear? Possibly mixed with low clouds as back drop to gently rolling hills and structures, reminiscent of Maxfield Parish. All structures are round or have motifs incorporating spherical or circular architecture.  Lots of European structured park and garden effects such as, well defined paths and lawn cut in a circle around the base of trees.  Very European style manicured terrain. Beach terrain reflects turn of century fascination with ancient Greek and Roman.  Structures as you climb from beach are old ruins and become more recent architecturally as you move up the slope - time theme.
  • a whole study of the use of columns and arches is made as you climb the centuries of Europe – a study in how much can be done within self imposed restrictions – showing a tight theme – such as all structures must be round – all else is in ruins

Euro Subconscious Details

  • There will be an alternate terrain to this one in all gray scale (with some spare hand coloring effects).
  • Terrain is a series of climbing terraces with up slope on one side and cliff on the East side  - slope curves around the side of a hill or the volcano slopes - - worn paths through the mix of rock and grass where grass areas are separated into terraced steps up the slope
  • as participant moves from one terrace to another the path gets smaller with higher altitude - everything is progression - as structures get more modern the path becomes smaller to feel more remote and rugged.                           
  • a whole study of the use of columns and arches could be made as you climb the centuries of Europe
  • The day changes to evening and then night as you climb the slope
  • use Maxfield Parish colors - landscape themes popular during last turn of century
  • Lion statues - gryphons, human figures etc. can be used as static architecture and as animated wandering stone creatures after the explorer passes through them

 

On the Beach

  • Nemo:  "I spend my last days dreaming in and out of this fantastical refuge where I revisit my memories.  At any time my history haunts me, then I find solace in these treasures and hope I can grow to love the good of humanity again"
  • The explorer will be standing on the beach when they first see structures but then the view is taken by video sequence to start the Euro Subconscious tour from underwater...
  • screen goes dark - ambient soft wave sound continues - graphics fade from black to a top down view of water coming up at gravity rate - loud splash as camera plunges - top down view - into the depths - a few bubbles coming up as camera goes by but not enough to really notice the bobbing movement of the camera view - view corkscrews downward rotating camera counterclockwise - scene rotates clockwise
  • Still underwater - the top of the Stonehenge comes out of the distance fogging and then view slows and scene rotation (corkscrew motion) stops - showing the structure on plain sand bottom - with this visual physical movement it becomes obvious the camera view is the first person view of a dolphin (or at least a mammal - tail is horizontal so view goes up and down vertically in relation to the dolphin - versus side to side for fish) ambient underwater dolphin talk kicks in
  • to weave in and out of the stone columns - stopping once in a while to look at a detail - a sharp turn or two and some over the back twisting reversals of direction
  • before moving camera to shore - the view looks straight up and the dolphin lets go of a bubble ring (dolphins can blow bubble rings like a smoke ring from a cigarette smoker) - more tie-in with sphere and circular theme
  • camera/dolphin bobbing view moves toward shore - maybe a cheap way to go from dark depths to more sunlight - parallel patterns in sand are at right angle to path - sun is visible through water on the upward bob of the camera - movement to shore takes just long enough that the sun will be predominate as a prismatic sphere - another sphere
  • in 2 feet of water the view transitions to 3-4 feet above ground in the middle of the Temple of Delphi ruins - the only for reals structurally round Greek dream temple - the base of the temple is rock - but ocean water comes up to the floor from an opening in the middle - fit together in circular platform connecting into Greek style road going inland - around the corner road is broken up and dirt/grass covers over more and more of it
  • this and any other structure on this terrain might use lots of translucency to add to that surreal dream thing


  1st Terrace: Delphi Oracle Temple

  • the only structurally round Greek dream temple? - the base of the temple is rock - fit together in circular platform connecting into Greek style road going inland - around the corner road is broken up and dirt/grass covers over more and more of it
  • simple? – to set up expectations –but very detailed chunks missing etc. rough rock surfaces and algae etc. – maybe later on transforms to painted with friezes etc.
  • a lot of ancient Greek art with their caricature of dolphins can be used for murals
  • make sure shallow water shows as such by coloring the terrain differently as a lighter color than rest of beach
  • Delphi in Phocis ancient city famous for its oracle of Apollo, Apollo is Greek and Roman god of music, poetry, prophecy, music, delphinic, delphin - Delphi, Delphinus - The Dolphin a  constellation, could use for an animation from sky or in the Dream Sphere
  • much of the Greek/roman tops of columns and details within murals are gilded
  • make friezes by simple colors with out shading and bump maps – should be able to put 6 rows or so of friezes on one texture – could make the friezes scroll around the temples in surreal manner
  • Put water reflected dappling/decals on the columns
  • butterfly icon in my NM ideas/motivation folder has a great beach make sure first temple at beach is simple but painted Doric columns and decayed – bottom of columns under the sand
  • column parts that rotate?


Amphitheater

  • Amphitheatre and other structures are askew and half buried and trigger makes them sink into ground as fresh version comes up – maybe slightly larger versions with fresh paint engulf by sliding through the old
  • Façade behind and on top of the stage – backdrop and side temples should exhaust my roman details for friezes and tympanum
  • Side temples of the amphitheater are in honor of the drama presented - celebrations
  • To add to the drowned past idea in euro dream, make amphitheater half submerged!! Maybe fed by broken aqueduct so it is above ocean water – same Aqueduct feeding fountains and pond on upper steppes? 
  • first structure up slope from Delphi is an open air sunken amphitheater - circular of course - circular is a symbol of gathering - do something theatrical animated here? By voices only? - Shakespeare is in vogue (only for the last 4 centuries) - add faded murals on all walls


Roman Light House

  • Hide path to next area so the user goes to the light house and can see the next area and has to find the path – maybe an arched rock and small path going up rock on other side and off to side so not obvious
  • There is steam coming from the water at the edge of the beach and rock cliff - this is an underwater route to the Condensation Sphere that will become know to the explorer later on.
  • first structure up slope from the Delphi temple is an open air sunken amphitheater - circular of course - circular is a symbol of gathering - do something theatrical animated here? By voices only? - add faded murals on all walls
  • a lot of ancient Greek art with their caricature of dolphins
  • Roman Light House

 

2nd Terrace: The Castle

  • As the explorer goes up the path they come to a circular castle Moat that materializes as they approach.  The castle is a bare shimmer of transparency
  • Must make way around moat until finding draw bridge and then same with castle wall
  • to preserve the "round" theme, the castle is rounded square structure with round towers at each corner
  • Structure becomes semi visible only on the parts the explorer is upon and so makes it a maze to figure way up into castle. So can always see upon the lower grounds while in the semi-transparent structure

 

2nd Terrace: The Park

  • Lion statues flanking path into 2nd terrace
  • lots of lawn - tree park - tall elliptical Italian trees
  • old style Victorian gazebo - round - with chess set? - could do some funky portal stuff with the Gazebo openings on each side, maybe showing the different areas of the terrain - or season changes on the area depending on which gazebo opening you exit.
  • big old Oak  tree with branches reaching out over a static waterway (all is peaceful - balanced with interaction - initial demo may not have much interaction but it is still art, still an enhanced chat, still new to non gamers) - Oak is big enough to walk the branches
  • pond comes into a very wide spot and a foot/carriage bridge crosses - the bottom of bridge matches up with water reflection to make the classic  perfect oval - but still see the foundation going straight down below the translucent water
  • on the upper slope side a mini aqueduct feeds the pond  - pond has an overflow into underground drainage or over the cliff or down through the lower terraces and onto the beach

 

 3rd Terrace: The Garden

4 Seasons Garden

  • a different season of the same garden is visible within each portal - entering puts explorer into a small round walled garden -  Spring growth - Summer abundance -  Fall colors - Winter snow and ice  - frozen ponds and leafless trees versus...
  • bench, boulders, pond and fountain to expose differences between seasons, statue, one tree, one bush, brick work on ground, so texture of something like the brickwork would have leaves on the corners in one season, grass growing through the cracks on another, snow covered on another..., sound of birds in spring, insects in summer and fall, visualize the shadowing of texture on stepping stones with light snow
  • different seasons also relate to the age of the garden, new in the spring, ruins in the winter, one tree goes from sapling to half size to leafless and full height, to dead and fallen – garden, fountain and statue in decay
  • sun-dial  - no shadow - timeless - in the middle of a stepping stone path 


Gazebos

  • Endless gazebo structures strewn about like a forest - jumbly terrain - lots of gazebos perched over small and large cliffs - lots of lawn - tree park - tall elliptical trees
  • Lion statues flanking path into 2nd terrace
  • Lion statues - griffins etc. can be used as static architecture or add facial animation?
  • guardian lions that move when not looking but could see in reflections?
  • Animated statues – and ones that change position every time you look away - or adjust on cues
  • a  plethora of gazebos is a cool variety with multiple related structures versus just one
  • old style Victorian gazebos - round - with chess set? - could do some funky portal stuff with the Gazebo openings on each side, maybe showing the different areas of the terrain?
  • Multiple story gazebo built around an ancient tall tree and the view over the grounds and shadows on the ground only visible from this vantage
  • Fancy elevated gazebos, 4 sided stair entrances, make one that is open on all sides and circular steps all around - make one with stair step ceiling that copies and is lined up with the sunken steps down to a statue with the top of roof as steps continuing to top of gazebo - pond could even connect into a pool at bottom around the statue - or could have floor of gazebo top open to the bottom so big statue reaches up from bottom to upper area -– so huge gazebo as far as footprint over ground
  • make an INVISIBLE statue that has a rotating spotlight on it so shadow is on ground - would be cool to  combine with a tree that casts a human shadow! Same with animated creatures, invisible but casting shadow - Or something very suggestive of it and very visible from a vantage point or from gazebo - would be cool to combine with a tree that casts a human shadow!
  • big old Oak  tree with branches reaching out over a static waterway (all is peaceful - balanced with interaction - initial demo may not have much interaction but it is still art, still an enhanced chat, still new to non gamers) - big enough to walk the branches – at least big enough that it is a monument in itself versus just a mood setter


Ponds

  • pond comes into a very wide spot and a foot/carriage bridge crosses - the bottom of bridge matches up with water reflection to make a perfect oval - but still see the foundation going straight down below the translucent water
  • ponds with clumps of water lilies some with flowers
  • Some pond surfaces reflect scenes that are not there or reveal the invisible animals that cast shadows or reflects dilapidated structures that are new constructs in the reflection
  • on the upper slope side a mini aqueduct feeds the pond  - pond has an overflow into underground drainage or over the cliff or down through the lower terraces and onto the beach
  • statue in the middle of a park setting shows the stage of life relating to the season - but all are joyous and non-denominational - children spring - couples summer - accomplishment - fall old but happy and peace full watching same children from earlier - a time theme here
  • have  lights of a structure turn on - have some change colors
  • sun-dial  - no shadow - timeless - in the middle of a stepping stone path
  • 4  arches - participant only sees 4 garden arches to control the seasons of the immediate garden - entering puts participant into a small round walled garden -  Spring growth - Summer abundance -  Fall colors - Winter snow and ice  - frozen ponds and leafless trees versus...
  • 4 arches garden has a small pond, bench, boulders, possible fountain, statue, one tree, one bush, brick work on ground, so texture of something like the brickwork would have leaves on the corners in one season, grass growing through the cracks on another, snow covered on another...the shadowing of texture on stepping stones with light snow
  • in transition area between terrace 3 and next terrace put a fancy stone foot bridge gapping a ravine as the terrain gets more and more rugged
  •  Make bridge of stone for artistic purposes – fancy brickwork effects but in stone and stone scales - a work of art - not just functional

 

4th Terrace: The Gallery

  • A prime party palace for the social scene
  • Island in largest pond has a round structure of glass and metal with huge statue figure inside - can see a head and hands reaching up into the dome
  • Central dome on the pond island and visible stairs are straddling pond – so only access is by going up porch and door opens as gallery rises up from water – water falling off the roof as it rises - This reveals the long hall of the gallery with the dome in the middle
  • Upon approach to one of 2 entrance paths that appear to end overlooking the pond - trigger to raise the rest of the gallery structure
  • From the porches explorer can see the central dome and the columns – from inside the gallery it is walled off to outside as part of the internal gallery
  • Porch Iron work could be gilded and then made to look like bronze by reflection and by altering texture with color layers within paint program – bronze it or antique it with darker recesses
  • Either gallery rises up out of ground between the doors or is a portal at the doors – the portal would be very surreal since the user can’t see it from off the porch – if gallery rises up out of ground or even in a portal then columns could come out of walls, sliding in from side or spiraling in! – maybe electric lights turn on
  • The whole gallery is organic overgrown dense detail, overworked, constantly changing detailing turning into other rosettes etc.  insects and lizards and butterflies etc all over the detail and porch iron etc. will match with the statues reaching to the sun – all grows upward and all creatures oriented on the vines etc facing upward
  • If the gallery rises out of ground and other details grow into place – then have windows move like leaves falling upward as the last things to fall into place or maybe the first – sky boxing inside windows would be super cool as they slide back and forth in a leaf motion
  • Vines visually and constantly grow and rosettes have shifting parts and backsides that rotate around to the front for a different rosettes continuous movement – if vines and growth is allowed to overlap and going at different speeds then the movement is completely dynamic and un-patterned
  • Growth from root buttressed columns – so the classic wide base! Huge flower rosettes in ceilings – and animated of course – for more overgrown look have the columns project out further and the sound and bulk of the fountains also add to the overgrown – make the architecture first and then throw the organics on – such as vines – then I can add and subtract from the basic architecture until it is right – make the organics random – so very heavy on some columns etc! but obviously of wood or stone – make sure columns visible behind vines Gothic! So separate organics could fade in or out
  • Organic sounds as the details grow upward and back into the structure?
  • Windows placed like that is the opening in the growth
  • could make the gallery surreal by having doors of water and ability to swim up to any details such as the ceiling and column tops once inside the gallery
  • to emphasize organic could have a sheet of fog slanting upward toward and above the explorer that recedes and raises and dissipates to reveal ivy structure as if growing from bottom to top – how to emphasize this? – possibly by having structure grow into place from ground up instead?
  • Floor of gallery blends into the ground of paintings and is as much an entrance as a gallery framing – this adds to organic of vines and columns combo – and the paintings seem like real openings with natural ground in those – but a separation transparency to separate– some with steps down to a lower ground
  • Try to make any statues and busts in gallery contrast with Greek and Roman marble statues by using metal – to  go with iron work of porch and maybe metallic detailing within gallery – more metal!! More theme – matches with metals of central statue – metal settees?
  • Between the dome and the entrances for gallery put settees and oval fountains to give some echoing noise
  • Must have one fountain in each end of gallery for some sound and echo - make oval fountains directly under oval ceiling windows in gallery or at least make iron latticed windows with a n oval pattern directly over the fountain!!! Cool balance and repeated shape – make floor decoration after setting columns and fountains and settees so the pattern incorporates these shapes!
  • Gallery settees use the excess details and fancy legs of engraving textures 
  • Ceiling details should be bigger so they are more obvious to the user on the ground – or enable flying mode while in the gallery!! – with snow or leaves falling or both in the gallery to use as fogging
  • Columns in gallery – some could be like fancy goblet shapes as in old engravings
  • Circular and oval windows on ceiling of gallery and maybe half circle windows over the paintings – very airy – the shapes are there and detail is in between versus focused in the main shapes
  • vault the upper corners like my parachute triangles
  • could have surreal speed clouds from inside the gallery racing across the top – going back out the doors of gallery could be into night on one door and back into day on the other!!
  • Use beautiful wood textures for all in gallery to go with the organic gothic and as contrast to marble of the Greek and roman and as contrast to the gold gilding of the carousel – gold and brown to go with the gallery leaves a falling!!!
  • Gallery use the most organic/gothic soft wrought iron and wood carving to go with bulbous columns and oval windows that also have iron lattice
  • Wood and gold and purple for gallery and pure gold for carousel
  • In gallery try blue and/or red lacquer with gold details like my Chinese egg
  • Surreal textures and colors allow greater flexibility in architecture as it doesn’t own up to authenticity – perhaps tinting the leaves and vines green or procedural textures on the vine parts moving upward!! And then could periodically fade to wood and at different rates between the different vines!! So some wooden and some surreal textures and then switching around at different rates
  • Make gallery floor in marble designs of 3-4 colors – so this way all floor is reflective – 2-3 colors might be prettiest in polished
  • Make rosettes and organics by cookie cutting as I model


Paintings

  • Very first version of the gallery may only have one painting on each side of the hall but many frames of those painted terrains to see through and then
  • In far future the 2 portal doors of the gallery could lead to different sets of paintings or all new architecture – and paintings could lead to and become a maze of exits into the other paintings – surreal – limitless combinations and more pictures could be added every year
  • Painting in this gallery refers to a separate environment that is walked into from the gallery – the effect is to be able to see through at side angles into the next environment as if behind the next painting so the explorer is aware of the physically impossible overlap
  • imagine walking down a gallery and the 3D paintings, on both sides of the participant, have separate elements inside each that shift against each other and the overall background - the first question through the participants mind is "cool, it moves, can I walk into it?" - although we might do restricted look only portals on this with one walk in painting for variety - would be very cool if one painting was a warp to the backside of another and could exit out another paintings canvas
  • one possibility for 2D painting is to have a gang plank suspended above the ground so there is a narrow invisible hall the explorer is confined to so the 2D textures cant be inspected - All subjects in painting would rotate to face from any angle going down the gang plank
  • to separate the paintings from the gallery have a transparent screen at the entrance to paintings – perhaps a texture of paint strokes – makes it more of a gallery versus branching halls – make sure they have the clues to make them seem like surreal paintings
  • Gallery paintings could have a single panel (maybe with wavering animation as if a portal – gotta have some kinda separation) – of course every painting could be a portal or not but still have a wavering alpha texture as door to painting and then step through it and it’s a different or related – paintings could be thousands of little fragments that only line up from one angle or not – a painting could fade to reveal the painting setup behind it in series of related paintings – a story of successive actions
  • each painting will be multiple panels of 2D textures so that as you walk down the gallery you see the elements of a picture scrolling against other elements placed further back into the picture
  • first version the paintings might actually be flat painting – maybe with animations? Or step through to another painting and another – maybe tells a story - But eventually will be walk into interactive elements  - will be colored statue/models - a tableau
  • 2D images in gallery paintings all rotate to user  - so space out the rotating images (include bump maps! For dynamic) so they don’t intersect and invisible walls around them so viewer can’t discern flatness or walk through – so viewer can composite their own paintings
  • may want to use a 2D picture versus 3D or multilayer 2D if the gallery is already fancy with dome
  • may have to put 2D panels far enough back in the painting that it doesn't mess with frame rate
  • For 3D paintings using 2D – take background and enlarge it and lower it so the spots where the smaller parts were taken out of it are under the plane!!!


Painting Subjects

  • Use antique romance character book engravings for paintings
  • Use the romance characters book engravings as reference for my 3d static model paintings in long term – for now could just shade and color them as examples for portfolio!
  • make paintings using the scenes from the romance characters and later models to copy the scene – easy template – perhaps choose paintings that later can have animated or interactive parts/models
  • Use metallic programs and textures for the paintings – such as armbands in “Hermione” and helmets and swords in “Horati”
  • Mythic creatures and characters from antique book with labeled pictures which relate to suppression are ideal for euro “subconscious” – myths, struggles
  • need a Winter scene with several transparent animated textures of snow falling - have token animated textures in the other paintings?
  • Pictures that go through seasonal changes
  • Have paintings with snow and rain and leaves and petals falling
  • -R.H. Ives Gammel's painting The dream of the s
  • Shulamite, from song of Solomen, bible, and the 3rd act of Die Meistersinger, Wagnerian opera?, the sad predicament of idealism
  • need a pointillist (painting by dots or daubs of paint) picture that only lines up all 3 transparent panels from a certain vantage point to see the painting


Central Dome of the Gallery

  • when first coming into the area explorer sees the central dome on an inaccessible island in the middle of the pond
  • all architecture and details including the central statue is oriented to the sun, all creatures in the gothic detailing down to insects are oriented to sun
  • Central dome and 2 entrances are in place and opening the door of a one raises or portals to the rest – if fast enough the user could jump on the rising roof – in long run make sure each entrance uses different designs as the user will be sure to compare
  • Gallery dome as seen from ground before entering the porch is a teaser with ability to see huge statue etc. 
  • Gallery dome 2nd tier of columns are half the length of those below and made of purple porphyry topped by gold column tops to cast spots of reflected gold off the sun – glass windows between the 2nd tier columns focus light of sun by the angles inherent in the circle of columns – multi-colored windows or all one color such as purplish to match with the columns
  • 1st tier columns of gallery dome might be simple and duller color in contrast to the 2nd tier in the sun – but at least different from the ones above in style and the fancier ones are in the second tier
  • Dome statue has several figures reaching up to the sun of the dome and the shadow of the iron work supporting the windows laces over them as netting – some of the figures in bronze and some in black metal and some in gold – rest of statue such as waves or dress are in marble – the different colors and textures really put the lighting to use – so maybe the dull black figures at bottom and the figures gradually change colors instead of stark differences – the figures are reaching for and striving toward the light arms and legs of figures reach out over floor and user can go within the statue – central statue has no base – it comes right up out of marble floor as one – the floor part is polished and the statue is not – statue could be under huge cable ropes like a net or at least on a part of the figures!  Kinda matches the look of the vines through out the gallery and enforces the theme of life and its restricting nature – life naturally wants to subdue life - Statues are oriented to the south to get light and so reaching toward the light – when sun is highest then the pattern of the rounded dome doesn’t cast netting over figures like the windows connecting 2nd tier columns – look for figures in paintings etc for the figures in this statue – make statue far out and mythical – specially if all gallery pictures are mythical stories – even labeled as such to make users curious who this is
  • Have leaves/snow, flower petals swirl around the central statue – time – imagine the motion blur! - pass through floor or fade before hitting floor! - leaves match the gold and brown wood textures of the carved details of gallery
  • walking inside a gallery and each is an entrance into 3D painting, have separate elements inside each that shift against each other and the overall background - the first question through the participants mind is "cool, it moves, can I walk into it?" - although we might do restricted look only portals on this with one walk in painting for variety - back end of one painting could be a warp to the backside of another and could exit out another paintings canvas - as a puzzle - a gallery with 8 paintings could give access to a 2nd batch of 8 to be disorienting
  • Some paintings could be multiple panels of 2D textures so that as you walk down the gallery you see the elements of a picture scrolling against other elements placed further back into the picture - as explorer walks past an element it could be swapped for new element                  
  • need a pointillist (painting by dots or daubs of paint) picture that only lines up all 3 transparent panels from a certain vantage point to see the painting
  • make it so can walk in among the painting panels - so only some elements materialize as walking shifts alignments
  • need a Winter scene with several transparent animated textures of snow falling
  • animated textures in the paintings - and some that slide around in position
  • may have to put 2D panels far enough back in the painting that it doesn't mess with frame rate
  • could make the gallery surreal by having doors of water and ability to swim up to any details such as the ceiling and column tops once inside the gallery and possibly swim within the painting elements
  • the graphic below shows a great way to present the 2D/3D paintings in an architecture that is pre-turn of the century and at the same time has a spherical theme
  • in the reference picture above make the murals come down to the floor so they can be entered - may be crude but gives the promise that someday all these elements will be colored statue/models - a tableau

 

5th Terrace: Carousel

  • The carousel is why this terrain is a primary attractant - it will have that much interaction and beauty
  • the big draw of this terrain is the carousel - users will habitually do the dolphin camera ride and the walk up the hill side and this ritual will train anticipation/objective to the top
  • Turning to night and local fogging -  when approaching  - normally if you walk into clouds it is just fog - make it stay cloudlike?
  • once within a certain range then carousel lights and music start turning on - carousel doesn’t start spinning until participants are on the platform
  • once on and carousel is spinning it rises up until fogged in all 6 directions as it rises into a sky box including stars and moon
  • a full moon is placed with the stars and has a surreal animation of its own - moon rotates at a visible rate and the moon is bigger than reality - animated galloping horses across the surface etc. transforming to racing jumping dolphins - ideas? - some kind of animation or static rotating images on the moons surface
  • interactive element is ability to stop rotation or adjust the speed from stop to the fastest speed and ability to make carousel go back down to the ground
  • door in center housing of carousel allows climbing up to roof of carousel to see moon and stars in rotation
  • Might be the only sky view of the island until the explorer achieves their personal dirigible

Carousel Details

  • The carousel is why this terrain is a primary attractant - it will have that much interaction and beauty
  • the big draw of this terrain is the carousel - users will habitually do the dolphin camera ride and the walk up the hill side and this ritual will train anticipation/objective to the top
  • Turning to night and local fogging
  • once within a certain range then carousel lights and music start turning on - carousel doesn’t start spinning until participants are on the platform
  • once on and carousel is spinning it rises up until fogged in all 6 directions as it rises into a sky box including stars and moon
  • a full moon is placed with the stars and has a surreal animation of its own - moon rotates at a visible rate and the moon is bigger than reality - animated galloping horses across the surface etc. transforming to racing jumping dolphins - ideas? - some kind of animation or static rotating images on the moons surface
  • interactive element is ability to stop rotation or adjust the speed from stop to the fastest speed and ability to make carousel go back down to the ground
  • door in center housing of carousel allows climbing up to roof of carousel to see moon and stars in rotation
  • Might be the only sky view of the island until the explorer achieves their personal dirigible
  • a symbol of youth - and any association with youth becomes a memory of times when we were closer to the dreams we remembered better in our youth - perhaps each set of dream structures should have something strictly limited to child-hood associations
  • as you approach the carousel its purpose is not apparent - roof is vaguely a carousel roof with broken lamp posts (only in this case hanging upside down from edges of roof) - an evening dream sequence starts up/so it fades in and swirls in like clouds - lamps turn on and music fades in - then the core center of the carousel's rotating background - then a zebra going opposite direction - then a lion chasing it - and then both turn into saddled carousel rides - another pair appears 2 dolphins jumping - 2 horses playing - kangaroo and ostrich - some pairs become rides right next to each other and some stop to become rides one behind other - like a giraffe and baby - some of this is activated as you step closer and others by sequence - don’t make it so player can test by inching closer and closer - should only be a few triggers by distance - once explorer is on a saddle or bench then carousel lifts off into the stars passing by the skyscrapers
  • Perhaps a way to trigger Asian or African or South American specific carousel animals before getting on the carousel
  • can crawl up through door in center to the roof and quieter music - only way off is to step off the carousel - stepping off triggers animals flying  off into the star patterns after turning back into live creatures - as glow of lamps die the ground appears like you never left it and terrain fades back in - symbolizes how all carousels take us away from where we really are - see the constellations - maybe some cool motion blur to give the stars circular tracks against the sky as the view rotates
  • a golden ring as dream artifact (for use at the dream sphere) at the carousel
  • when carousel lifts up it climbs and rotates slow to see the terrain slide downward and possibly catch participant off guard instead of being obvious the carousel is lifting off - great example of the detail needed - to control the carousel the explorer could ride the turtle slows the carousel for that participant and riding giraffe/rabbit speeds up/climbs to highest altitude etc. crocodile would bring back down to the earth
  • carousels mural on the middle part is longer than realistically possible by a 100 fold - give another thing the player can do - watch the art flow by while riding their critter - the mural screen could flow up or downward and even reverse directions
  • mural could be 2 layered/ 2 panels deep for scrolling effects and more layers per different scenes - something to add to over time
  • Center mural could also be unique to each ride critter
  • all this to powerful music like the ninth track "Message" off Vangelis' "Direct"
  • Interactive fog is a must! All the rides in rotation could do absolute beauty with fog as it moves through colored lighting - might have static animated fog to look like it is swirling round the objects in the carousel
  • Carousel is 4 times normal scale – so it is huge!!  This is important impact  
  • Visually the carousel roof is a Crown and Jewels Effect and the crown could float above the terrain until approaching fades in the lights to reveal the carousel
  • when approaching through the fog the day turns to night - the explorer may find that reversing direction turns back to day - then explorer approaching Carousel can see glow of lights and then what looks like a giant crown - only by coming significantly closer does the rest of the carousel become apparent
  • As you approach the carousel its purpose is not apparent - roof is vaguely a carousel roof with broken lamp posts hanging upside down from edges of roof - an evening dream sequence starts up/so it fades in and swirls in like clouds - lamps turn on and music fades in - then the core center of the carousel's rotating background - then a zebra going opposite direction - then a lion chasing it - and then both turn into saddled carousel rides - another pair appears 2 dolphins jumping - 2 horses playing - kangaroo and ostrich - some pairs become rides right next to each other and some stop to become rides one behind other - like a giraffe and baby - some of this is activated as you step closer and others by sequence - don’t make it so player can test by inching closer and closer - should only be a few triggers by distance - or make this totally controlled by explorer so they can back off and reverse all effects - once explorer is on a saddle or bench then carousel lifts off into the stars
  • carousel lifts up after spinning starts and the explorer is on board - it climbs slowly and rotates slow so explorer will see the terrain slide downward and possibly catch participant off guard instead of being obvious the carousel is lifting off - great example of the detail needed - to control the carousel (giving interaction) the explorer could ride the turtle to slow the carousel down for that participant and riding giraffe/rabbit speeds up/climbs to highest altitude etc. crocodile would bring back down to the earth
  • At first a crown and then the spinning and roof raises? When right up to it after seeing jewels up close – maybe can see the landscapes and the creatures of the carousel in the jewels or just make um translucent enough to get hints – then before raising the roof make all creatures transparent so they fade in – if too many polys then the only appear when user approaches that part of carousel - and after inspecting for a certain time then the roof raises to reveal the carousel and then the mythic creatures fade in – with the Greek and roman mythic first, centaur, sphinx (half bird/half lion/ sometimes half human) renaissance/roman style dolphins, winged horse, phoenix, winged lion, and then unicorns, dragons and mermaids – all enslaved as we want the beauty but also to posses it – buy animal models and then stretch into a certain style and modify and then sell as mythic models
  • interactive element - ability to stop rotation or adjust the speed from stop to the fastest speed the frame-rate can handle - and ability to make carousel go back down to the ground
  • Dual rotation carousel – exterior/roof at one speed and core and platform at a faster speed – changeable by the explorer and also random for dynamics
  • Roof or inside ceiling also has independent rotation and all the parts including independent roof are variable and can reverse direction – with a very true carousel feel – disorienting – racing in the wind
  • once within a certain range then carousel lights start turning on - music - carousel doesn’t start spinning until both participants are on the platform
  • once on and carousel is spinning it rises up until fogged in all 6 directions and rotation stops as it rises into a sky box that simulates spinning without any fogging - so skybox is a rotating camera including stars and a moon actor or the box it self is rotating in the skybox
  • door in center housing of carousel allows climbing up to roof of carousel to see rotation of the top of the skybox stars
  • can crawl up through door in center to the roof and quieter music - only way off is to step off the carousel - stepping off triggers animals flying  off into the star patterns – patterned after their shape – so cameras attached to the explorer take over the view to center on the creature as it transforms and flies off and melts into the stars - after turning back into live creatures - as glow of lamps die the ground appears like you never left it and terrain fades back in - symbolizes how all carousels take us away from where we really are - see the constellations - maybe some cool motion blur to give the stars circular tracks against the sky as the view rotates
  • Have flashes of Stonehenge match into the matching structure of the carousel to tie the whole terrain together – the mid circle is the carousel core – could also have water fade in alternately even with dolphins – and of course the carousel slows to surreal water speeds
  • a golden ring as dream artifact (for use at the dream sphere) at the carousel


Carousel Details

  • make carousel a jeweled crown effect!! royalty again versus slavery - the evolution of carousel continues
  • Use the pretty purple of Korean amethyst for the jewels of the carousel – use same color for velvet tapestry cloth hanging in folds from the roof – perhaps cascading down as the roof raises from crown to carousel shape – alternate 2 different shaped jewels around the carousel or use them in pairs with one above the other such as tear shaped below a bigger jewel shape of royalty – symbolic
  • Make faces of jewels with shaders versus reflection for surreal and make them transparent so can put another shader inside to get internal movement for surreal
  • make all carousel and models in gilded gold after embossing, after shadowing which gives an antiqued look after embossing, could do silver accents - give supports an arched ceiling support in style of crown radiating from center - so the structure is as much art as anything else!!  Make the structure metal with fluttering cloth as filler so eventually it will be very cool in spinning - cloth drops between spans so curved shapes within industrial metal Victorian effect
  • Use purple tapestry on inner ceiling shaped like it is hanging in drapes so it moves in waves as carousel spins – so it looks like air movement (terrain object?)
  • make fabric appear to move as carousel spins
  • Roof could have another speed and could go faster than rest so purple hanging ceiling fabric shows fluttering in the wind
  • Purple ceiling felt is strung semi tight so the wind ripples it lightly – ripples should radiate from center so soft waves wider at outer edge of ceiling versus central core 
  • Gold Gilding
  • All gold including creatures except for jewels, mirrors, and purple ceiling fabric – gold has some reflection of the lighting
  • Decorate the gold gilding of the carousel with sprigs – flowers – vegetable – and animal to go with mythic creatures and tying nature to the ownership and sovereignty over all
  • Stars – make them scintillate with transparent animated 2nd texture layer – or a layer that moves with holes to show star through
  • add a light source off the moon for the carousel -a full moon is placed with the stars and has a surreal animation of its own - moon rotates at a visible rate so can see all sides of the moon and the surface is much wider than reality - fills half the sky - animated galloping horses across the surface etc. transforming to racing jumping dolphins - some kind of animation or static rotating images on the moons surface
  • Access to the roof for more star and moon view and to see the island - so the crown becomes hand rail
  • View should allow to see the reflection of moon off the ocean and the lights at the observatory calling for the party to move on if they have their personal dirigibles
  • For stars once the carousel rises – twinkling effect with more than just white coloring – with the rotation of the carousel the stars will never be still - Add motion blur on the stars for the carousel rotation - perhaps trails of twinkle drifting off the stars closer to the horizon since the are moving faster
  • Make central housing carousel mirrors reflection for surreal and landscapes in carousel like portals onto the scenery – maybe of a camera view on other side of carousel making something 15 feet away appear 3 – to be physically surreal
  • antique the mirrors surface! with bubbles and losing silver leaf in back by adding texture on top of other texture, uses of multi layers unlimited by all but memory – maybe the holes in the silver leaf show a view into another place and time – maybe related to the mural next to it
  • In one variation the mirror/paintings could be replaced by holes to see through to the other side of carousel but the view is skewed to see them from much further distance than they are and perhaps that view is in daylight or even fogging or swirl fog
  • carousels mural on the middle part is longer than realistically possible by a 100 fold - give another thing the player can do - watch the art flow by - the mural screen could flow up or downward and even reverse directions
  • mural could be 2 layered/ 2 panels deep for scrolling effects
  • all this to powerful music like the ninth track "Message" off Vangelis' "Direct"
  • Carousel with reflective floors or shader to fake it so no conflict with mirrors on center core
  • Double tiered/platform carousel as in my hallmark statuettes version – consider having rolling platform that is uneven or steps running with the rotation of platform or radially to and sunken terrains
  • Possibly able to do fly mode but means you are caught up in the circular air flow of the carousel (or stay in place while carousel rotates by you) and can only go up or down until you go back to floor mode
  • Carousel should be able to use lots of textures that are reversed to make symmetrical murals twice the width or height of the actual texture
  • Make the landscape panels as visual portals pointed at landscape texture or as sky box which has continuous landscape in it! Could also make some physical portals to walk into the another environment or the different areas of the euro subconscious
  • Sliding surreal textures etc on the columns of the carousel
  • Reflective surfaces or mirrors that reflect something different than area that is actually there.


Mythic Creatures

  • Make mythic creatures that are also stylized in a certain way – to keep from being too cutsey carousel to avoid fantasy style with dragons etc.in modern form
  • Creature subjugation on carousel: one foot chained, sad expression, saddled, mouth bit, or lassoed, muzzled, or with a spear in it
  • All mythic creatures are bridled some how – with mouth bits, foot shackle, but maybe all subjugation disappears after lift and liberating new moon shines on them!!
  • Inner and outer ring of creatures on different height platforms going at different speeds – maybe speeds are in a loop where they are constantly shifting so no one platform is fastest! – dynamic
  • eventually the carousel animals could morph back and forth into mythic beasts such as dragons etc


Extra Terrain Details of the Dream Sets

 Path

  • as you climb the slope - timed path to bring full night once at the carousel
  • terrain is a series of climbing terraces - slope curves around the side of a mountain - so much of terrain is blocked to keep those frame rates up - worn paths through the rock where grass areas are separated into terraced steps up the slope
  • trail color in European dream is deeper in the climb spots and stair step areas stone that is put in for steep areas versus less trail in the open and flat areas, darker green in some and dirt show through in deeper cuts of steeper areas


Trees

  • Trees - they will be art - not just detail - isolate and make them stand out
  • Surreal textures on trees – rocks – etc that move and shift just barely noticeable?
  • see last half last episode of fantasia where only the trunk and bare branches are close enough to the ground for close inspection and leaves and smaller branches up higher – a
  • see Mt. Olympus episode of fantasia for vegetation and classic gazebo – if surreal textures and SHAPES are used then it works – for instance maybe a real cool trunk and branches and then wrapped in a shape (like a misshaped balloon) that accents the branches that is transparent green and leaves that are not transparent but swirling around the surface of the balloon!  Maybe use a particle effect with leaves that swirl around the branches!– off colored/multi-colored
  • Need a very distinct tree style – billowy, cloud like in every environment


Rock

  • The whole euro dream cliff ridge running along the slope way up mountain is a European style giant dragon - As seen by the light house – head is at carousel - very noticeable up close -  Or perhaps a rough stone dragon shape to a ridge that surrounds one of the areas such as the garden – or have some shapes in stone that are visible from distance and then as approach…
  • Some areas with enough masses of rock sprawled over the terrain with meandering paths like a maze with dead end grottos
  • Massive amounts of cool fantastical boulder geometries, arches, islands of rock with plants and trees on top – very up an down 3D - have 2 rocks that juxtapose from certain angle or from certain planned vantage point to line up into bird shape etc. - also rocks that transform on triggers so from distance they are obvious - heads - creatures, etc. but as you try to approach they morph slowly to unrecognizable - encourage explorer to be alert to look out at all distances - the criteria is that one could go through a surreal set and never see all the possible shapes in the terrain
  • take huge boulder with big crack running through it and use parts of it rotated in any direction and stretched/condensed to make one huge meandering vein
  • make lots of transitions between different types of rock textures – rich – also use terrain and paths to give transitions from one rock patch to another etc. – some boulders with more cracks in rocks at top where moss etc breaks it up
  • alternate rock structures with some cliffs with vertical cracks – some with horizontal and diagonal
  • use red ochres, blues, blacks, browns on rock textures
  • Use a string of lights to accent a layer of rocks – or even better, use a spot light that can only hit designated polys so that it only effects the rocks and is filtered by a spotty alpha filter!!! Surreal
  • add falling rock and other movers, decaying structures falling apart
  • use green moss texture on rocks in ponds  


 Extra Euro Ideas

  • Have fairy lights that move by self near user to show off shadowing on 3D and height map surfaces and to reveal structures!
  • Structures that can be seen from a distance but fade in and out on a random basis and then when within reach they only show the closest edges or with a carried light source
  • structures might use lots of translucency to add to that surreal dream thing
  • Invisible structures that only the light of the user reveals parts or the structure casts shadow from user – so all is darker and lighting up the floor within rooms shows edges including stairways - use this to flesh out decayed structures. Such as a whole castle structure fades in just barely with the light of the user – but parts are still physically in place as ruins – also end up getting high into castle and look down on surroundings – perfect DENSITY - More into one area – overlap even – so dynamic views etc. and of course lends to that surreal impact – can use cheap repeated materials/textures since little is seen at a time and it is see thru
  • an alternate terrain in all gray scale (with some sparse hand coloring effects?) so alternate terrain will be limited to 8 bit color – or just limit it on individual textures and leave the buildings colored? Do euro in total sepia tones and color? (easy to do with gray scale textures with one color added and vertex shading – cheap on texture memory) – subdued colors – Maxfield Parrish style – faded unique color style but all in warm tones
  • Triggers when moving through an area rearranges structures and trees perhaps into or out of circles – perhaps some structures have disappearing parts or more is added to the area or replaced!
  • Make some structures that do incredible things with snow or rain – maybe like a rain spout with a fountain effect? Or sprays water in a fan into lights to pick up all the light colors in the air - perhaps by overdone leaded glass scenery - huge painted glass in a circle with fountain in middle with sun and reflected sun into the fountain - of course the whole thing can rotate in the sun for moving colors in the water spray 
  • dunes and beach and under water sand wavelet surfacing and an algae area would be easy - smooth dunes and with some wind cusps
  • could do whole euro terrain in saturated mono colors such as all of a temple in purple etc, the landscape in gray etc!!!
  • mix dark and light green grasses for rich textured lawn and overgrown areas  
  • Lotsa decayed/scavenged structures in euro, paths, walls etc on upper slopes – time theme - half buried
  • Many ruins or fragments of European stuff lying along upward paths - bluish white distance fogging will be like a super hazy day and surreal - suggestive of a European version of heaven


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