Christian Hotte

Morning Altars

The Skinny:

Morning Altars is a proof-of-concept demo I developed for Day Schildkret, a nature artist who was interested in seeing his art form translated into virtual reality. My approach was to build a user interaction toolkit which reflects specific aspects of his process (i.e. the act of gathering materials, arraying objects symmetrically, etc), while trying some unusual stuff to make the interactions themselves memorable and physical. We collaborated on it over the course of a summer, pitching ideas back and forth until this final prototype took shape.

[SHOW PICTURES HERE]

Ethos Statement:

I took this in part as an opportunity to explore my personal interest in developing a piece of creative software that could only work in VR. Taking a great deal of inspiration from an obscure device described by Isaac Asimov in his short novel, The Naked Sun [LINK, ELABORATE, SHOW QUOTE], I endeavor to build an interface with no buttons or windows or visible controls. Instead, the user is guided purely by feel and intuition (and a pinch of trial and error). The final outcome is an experience not dissimilar to that of working with clay. It's naturalistic, playful, and inherently a bit messy. It's not immediately evident how to do anything at all, and it can certainly be frustrating for a user with a specific goal in mind to figure out the right function to accomplish it, but I would argue this does not set Morning Altars apart from the likes of Blender or ZBrush or even Microsoft Word. 3D art software is, as a rule, complex and impenetrable.

One aspect both Day and I were particularly excited about is the prospect of hand-gathering materials from nature. For him, this process is key to the artistic experience. It is meditative and time-consuming, causing the artist to yield a certain degree of creative control to fickle forces like biological degradation and his/her/their own stamina (or patience). In our demo, the user must navigate the environment physically, collecting and manipulating found objects without modifying or duplicating them. Such limitations strike me as far more appropriate for VR than any old flatscreen application, since in the former, motions like searching visually and bending over to pick stuff up need no abstraction. I think this approach might be very tedious on a conventional monitor and thus fits the prompt excellently.

Interaction System:

The foundations of the system can be broken down into three core categories of functionality: Collection, Manipulation and Placement.

Environment Design:

Although the primary purpose of this project was to develop mechanics, it was important to me that those mechanics are not displayed in a sterile, synthetic-looking environment. ​

Using Unity's TerrainTools package, I added some topography to the play area. This is an important part of creating a sense of space for the VR player. There are five different layers of texture (see Fig. 3) which I painted onto the surface in order to rough out environmental details.

​ I then added various types of grass/flowers for an extra layer of detail. Yellow flowers serve to highlight ridges and break up large patches. ​

For the trees, I individually placed the 20 closest ones to the play area, tweaking their height and position in order to frame the sun and path favorably. I followed that up with several brush passes of larger and smaller trees to fill out the player's sightlines, all while keeping performance in mind.

Takeaways: