1. Introduction
2. Vocabulary: Zone
3. Background
4. Structure
5. Target audience
6. Development strategy
7. Game components
8. Software architecture
9. Hardware architecture
10. Hacks and bugs
11. Design considerations
12. Flexibility
13. Future entertainment
Site: Utrecht
Metamorphosis of Zone
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Zone Exploration


In the modern culture sights of abandoned factories, sombre slams and construction sites are recognised as a typical background for computer games and action movies. People are familiar with this background and could be triggered to discover the opportunity to visit and use such space in real time.

The abandoned factories were always an exiting place to visit, but what exactly could a person do is such a place - except for walking around, taking pictures and maybe finding some rusty souvenirs? Later in the 90's topology of those sites changed dramatically after being transferred into virtual space. Traps, monsters and all sorts of props peculiar to the computer game worlds enriched the dead environments and produced something we all came to know as the adventure worlds of computer games. It became dangerous, interactive and exiting.


Developing a computer game meant - first of all - designing an environment where the action takes place, while the action itself was usually restricted to shooting enemies and proceeding to the next level.


Virtual games become more and more sophisticated, you may wear special devices that may make you feel the action more real, but there's no substitute to the real world. We're taking the virtual reality and bringing it back to the reality. Pulling virtual reality out of the computer screen is not easy. In a real world we meet many difficulties that could be solved easily in virtual environment. The real world is not as flexible and safe, you may not "save" or "undo", your physical abilities are limited etc. There's no way to take virtual reality back into real as it is, which makes the cross between those realities something new. Many things that you couldn't think of before will appear as a result of transferring virtual reality back to our world, including those non-existing before - not in real, not in virtual.


The easy way of doing this should be simply running around at abandoned factory with toy guns, but we're talking about constructing an interactive environment which itself will trigger a player to discover, struggle and play the game we design. We want to design the most sophisticated game entertainment ever existed.






Utrecht, abandoned Cereol factory, machinery detail.





Stalker, computer game (screenshots).





Bruxels, Taxi railway station, platform. The station was destroyed in 2006, the picture was taken at the time the site was demolished.




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