What is non-euclidean space VR?
As a group our projects aim was to develop a non-Euclidean space which worked well in supporting our goal to overcome the physical restraints of space often depicted in virtual reality work. To overcome the lack of space, we were working with portals and manipulating space so that it would change the orientation of physical space (keeping them within the boundaries of the 3.5x3.5 space). Non-euclidean space in this context is where space is somewhat warped and nonsensical as it does not apply the normal laws of standard geometry (parallel lines can meet once or infinitely.) Basically we are using the way in which we can manipulate space through a somewhat illusive manner in order to work within the constraints of a physically small area.
Process
The process involved a heavy emphasis on portal design as this was one method through which we express non-euclidean space - group mate Sujay was predominantly in charge of this. As for the rest of us it was either supporting Sujay or working on level design, and as for myself I was i nthe design area. I researched into some initial themes that we were going to incorporate into our initial "5 map" based experience and ended up looking into HR Giger's work especially. There were some interesting ways in which we could create a fascinating experience that not only captivated the audience from a mechanics perspective but hopefully from a aesthetic standpoint to. Though unfortunately my designs were but prototypes, I worked on a range of different maps, iterating and exploring the different themes and what may be of interest.
Below is a gallery of some of my designs towards the project:
Below is a gallery of some of my designs towards the project: