Industry Event – Rachel Zook

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TPRFM’s seal, which features their official slogan “Hey ho, let’s go”

For my industry event I attended the Trenton Punk Rock Flea Market (https://www.trentonprfm.com/). The Trenton Punk Rock Flea Market is a large collection of vintage clothing, art prints, comics, vinyls, vintage toys, live music, pins, food trucks, animal bones and strange things in jars, and other random objects based on which vendors sign up for the event. It’s hosted annually in the Roebling Wire Works building, a historic building from the industrial age of Trenton that had been left to rot until recently, when the city decided to convert into a space for community members to use (https://jerseydigs.com/trenton-real-estate-development-roebling-center-71-clark-street/). As such, the worn down interior of the building can only add to the “punk rock” experience. The entire flea market is run by Joseph Kuzemka, a Trenton native who began it in 2013 with the intention of making a safe space that could bring together the community. Joseph can also be seen walking around the flea market and hosts a “Blitzed History” show with members from the crowd that can be watched on TPRFM’s website. Overall, the sense of community is very strong, and as soon as you walk through the gates, you become part of that community too.

The turnout for TPRFM gets larger every year as more and more vendors sign up to occupy the space; this year, TPRFM hosted almost 200 vendors.

During my visit to the TPRFM I interacted with a lot of the artists and designers – people trying to sell their original art, whether that be on shirts, enamel pins, zines, or paper prints. One of the creators I interacted with was Heather Johnson of “Watch Me Craft”, a one-woman company that focuses on enamel pins and handmade necklaces which often feature watch parts. You can find more of her work on her Instagram page @heatherwildchild.

While Heather did have a wide array of her handmade necklaces – probably 20 to 30 of them, selling from $25 to $50 each – it seemed most of her sales were in enamel pins, which covered the front of her display table. When I asked her about it, she said the pins were a combination of her own original art and other media she had found online. So while you could get a pin of her art of an octopus, you could also get a pin of Garfield or the cast of Beetlejuice (which I did). She said the process for pin creation was very easy; all you had to do was find a reputable company who would make your pins, often in bulk purchases of 100 or more and for relatively cheap (she said she paid around $125 for a 100-set). The vendor she used was called the Sunday Co., a group who she said was the “only place to go” for pins (https://thesundayco.com/).

An example of some of Heather’s work, which often features organic animals atop geometric machinery in an upcycling steampunk aesthetic

However, she said the pins were more of a side hobby and her main focus was on her handmade necklaces, which she either made at home or in a Maker Space in New York of which she was a member. When I explained my senior thesis idea to her – the VR cryptid museum – she said that while she did not know much about 3D modeling, it was a solid and interesting idea. Who knows, maybe she’ll make her way to the Senior Showcase. She also emphasized the importance of community. In her own work, her time in the Maker Space was often a way of developing her own sense of community and getting feedback on her work. She said even though I was working alone, I could rely on my fellow students for help and that I should extend the same courtesy and help others where I could. In some ways it seemed that to Heather community feedback and support was just as important as individual workflow and creativity. Overall, I left the conversation with the intent of being less self-reliant and more open to my fellow student’s feedback or constructive criticism.

My time at the Trenton Punk Rock Flea Market was insightful, if not for my own project then as a look into how other artists are able to get out into the real world and design, create, and sell their work. The flea market is a niche community that was able to expand into a facet of Trenton community and become a popular event outside its own bubble in everyday communities. In much the same way I hope to exhibit my museum for a niche few that will hopefully generate enough interest to get others into the cryptid scene.

Prototype Week 3

For my final week of prototyping, I created design sketches of two other cryptids I hope to include in the museum, the Loveland Frogman and the Chupacabra. This time around I also included some facts about the cryptids that will be included in the museum to garner feedback on what should and shouldn’t be included – basically, how much of the label card should be fact and how much can be jokes. The feedback I received was very positive; everyone liked the designs, especially the Loveland Frogman. One of my feedback questions was about color palettes – here, viewers disagreed. While most people imagined the Loveland Frogman as the classic bright green of tropical frogs, some imagined him in darker shades of brown, much like a common toad. People were also divided on whether his scrubs should be the classic blue color or if they should be an ugly print to enhance the comedy factor. However, from last week’s round of feedback, I know to stick to what people recognize, so I will make the scrubs blue for audiences to better understand his occupation.

It was suggested once again that the cryptids have the normal museum space environment and then at the flip of a switch be transported to their “natural environment.” While I have put aside this suggestion multiple times, I am starting to become concerned. It makes me worried that without the alternative environment my museum will not have enough content or enough of the “wow” factor to attract players. However, I’m not even sure I’ll be able to finish the laundry list of assets just for the museum space, not even mentioning how that list would be doubled or tripled by a second environment for every cryptid. On this one, we’ll just have to wait and see for winter break. If I have enough free time and motivation over break, I may be able to include it, but as of now the second environment remains a pipe dream.

Prototype Week 2

My second week of prototyping was another drafting sketch – I drew up a few iterations of Bigfoot in different color palettes like light brown, purple, and camouflage. In addition, I also did a design sketch of what Bigfoot’s exhibit room would look like with a tree stump stand, plaster cast of his footprint, native plants to where he’s been spotted, and the patterson-gimlin footage.

A lot of the feedback I got was constructive and thoughtful, but at the same time not necessarily helpful for a project with constrained limits. I got some suggestions to expand on his color palette – what if it was variable by region? In some places Bigfoot is camo, but in others he’s brown. It’s a cool concept, but it also means more work for me when I already have four other cryptids to design and color. In terms of the display room, people also suggested the room change based on the variant, or that he be placed in a “natural” setting such as a forest. Being able to flip a switch and have the room go from museum to woodlands setting would be awesome, but it also sets the precedent that all the other cryptids would have alternative rooms as well. So that’s double the amount of assets for each cryptid’s room, when I’m not even sure I’ll be able to get all five cryptids done in time. Overall, the best advice I received was that you can change the colors of Bigfoot, but you have to include what everyone already knows about the cryptid. So I feel confident in changing his color palette to something funny like camouflage, but I have to make sure his height, stance, and fur are all recognizable elements that still identify him as Bigfoot on first glance.

Prototype Week 1

This week I worked on initial design sketches (image below) for Bigfoot in order to generate feedback on which style audiences were most receptive towards. I drew Bigfoot in a cartoon, realistic, and scary style and asked feedback questions like “Which do you like best and why?”, “What features do you like or dislike?”, “Which style do you think would transfer best to 3D modeling?”, and “Do you have ideas for styles not represented here?”. I had hoped that by asking these questions I could come to a consensus on how I wanted my cryptids to be presented, an issue I have been debating with myself the last few weeks. Overall feedback was positive and I learned a lot about my own project by seeing it through someone else’s perspective.

I kept a running tally of audience votes for favorite style and the end results were one vote for scary, three votes for realistic, and four votes for cartoon. Most people were torn between cartoon and realistic, and often asked what kind of audience I was hoping to attract to my game. If I wanted children to play it, it would be best to avoid scary styles. If I wanted a serious representation of cryptids, I should avoid cartoony. Most of the student feedback was leaning towards using the realistic style. However, Ault’s insight that most portfolios of 3D models include ones that looks like the scary and realistic styles made me rethink which would be best for the long term, and I decided to use the cartoon style for the museum instead to set my work apart from others. Feedback also taught me that the way I represent Bigfoot will also affect how I create his gallery room – if I went with the scary version, I would need a room with stylistic choices, objects, and lighting that reflected that.

Rachel Zook – Research Update #2

NASA’s version of virtual reality, which featured the first instance of a “data glove,” a mechanized glove that tracked hand and finger movements and implemented them into the virtual space. This can be compared to the controllers that come with VR sets like the Oculus Quest today.

During my research into Virtual Reality this week, I learned a lot about how educational the resource can be when utilized correctly. For some background into the field, Virtual Reality has actually existed since the 1950’s when Morton Heilig created this room called a Sensorama – basically a movie theatre that utilized all five senses. Later in the 60’s a professor at MIT would make the first VR helmet that we think of today, with the awesome name “The Sword of Damocles” (even though it was technically too heavy to wear on its own and had to be hung from the ceiling). The idea gained popularity and even groups like NASA began to experiment with virtual reality, although most were basic approximations because the technology of the 70’s, 80’s, and even 90’s (with the beautiful mess that is Nintendo’s Virtual Boy) was simply not there yet to recreate a true sense of “reality.”

By the mid 80’s and 90’s virtual reality had been picked up by smaller groups who all thought they could do it better, in particular video game companies who thought they could revolutionize how we game. Needless to say they were all terrible. My favorite particularly bad headset was Nintendo’s Virtual Boy, which used only blinding red LED lights in a sort of “virtual depth” experience theorized to cause migraines and lazy eyes in children. On top of all that it still used a controller and was stationary, so not exactly the virtual reality they were advertising it to be. I include this as a note to myself on what Not to do in my game – don’t make a game that’s physically hard to look at, don’t rush out a product, and don’t make something that no one wants.

Is the Virtual Boy Really that Bad? | 1 More Castle
The wonderful display of the Virtual Boy acted like binoculars, where gazing into the eyepiece combined the separate images shown to the left and right eye to make a game with depth. By the time players could see the projected depth however, they were probably looking away to stop their eyes from watering due to the blinding red on black design. Who was asking for this?

Today the website Virtual Reality For Education collects articles about the multitude of ways Virtual Reality can stimulate our learning experiences, from teaching about natural disasters by putting the player in the middle of tornado touchdown to training public speaking skills by placing the player in an professional office setting (http://virtualrealityforeducation.com/). It can be used by medical students or professionals to study human anatomy hands on and to scale rather than reading about it in a textbook, or help autistic children learn in a ways catered to their specific needs. The versatility and usability of VR has bloomed in the last decade, but when it comes to its application as a game console the same can’t be said. While some like the Oculus Rift have been popular, they’re still not mainstream due to high prices and lack of a larger game library. Therefore, the application of virtual reality as an educational device is what my project should focus on to be the most successful it can be. While I’m still making a game, the cryptid museum will educate and thereby lean into what makes VR worth the time to implement. Further, by knowing the past of VR we can peer into its future – it’s obvious humans are entranced by virtual reality and its a concept we’ve returned to over the past seven decades. I don’t see it going out of interest any time soon, especially not as technology develops exponentially closer to our concept of “reality.” Maybe VR is not in its prime yet and its technology still needs a decade or two to refine itself, but smaller niche studies have tapped into its potential as a way to relearn reality. Hopefully the use of virtual reality in my cryptid museum can allow the player, even for just a minute or two, to relearn their reality.

Rachel Zook – Prototype Plan

November 11 – Design sketches

  • Create design sketches or one of my cryptids in multiple styles to illicit feedback from group and see which avenue of game I should make (ie. horror, children’s, etc)

November 18 – Simple Maya creation

  • create simple 3D model mockup of cryptid in Maya to test out system and reorient myself with it, potentially also making something in Blender to see if I like that more

November 25 – Unity and VR

  • try creating simple Unity game that uses VR reorient myself with Unity and test capabilities of VR and how hard it will be to incorporate into final project,

Research Update 1 – Rachel Zook

This week I dedicated my research time to finding out more about the cryptids I hope to incorporate into my museum; however, the cryptid with by far the most information available was Bigfoot. I spent time reading academic papers trying to both prove and disprove his existence, watching sighting videos (the most important being the iconic Patterson-Gimlin Film that started the Bigfoot hype in 1967), and learning about Bigfoot’s origins from Native American myth. Out of all of this, what I found to be the most important was not whether or not he was real, but that I recreate Bigfoot in a way that respects the Native American lore.

Originally I wanted to include the Wendigo in my museum, but during the initial concept phase I learned how Wendigos are formed by the possession of the body by Native American spirits that seeks to cannibalize and harm others. Being a white woman, this is not my story to tell. On top of that, if I portrayed the Wendigo wrong I could risk creating negative stereotypes about Native Americans; therefore, I decided to cut it from the museum. The difference between the Wendigo and Bigfoot is that Bigfoot lore is extremely varied – Native American tribes all have completely different ideas of who he is, if he’s a simple creature just trying to survive or a bloodthirsty ape that attacks anything that comes too close. This vast difference in storytelling means there’s really no wrong way to portray him (as long as he isn’t meant to stereotype a real group of people), since there’s no one “correct” way of portraying him either.

Unlike Bigfoot and the Wendigo, my research into the Jersey Devil and Mothman found that their legends are rather simple. The Mothman’s origin is simply that someone saw a flying man moth creature in West Virginia, while the Jersey Devil is said to be the 13th son of the Leeds family who was cursed by his mother to become the devil. These two get up to light mischief, at most killing a goat every now and then. I would even argue that Mothman is a neutral party and the Jersey Devil is to be pitied as an abandoned child acting out. Either way, their vague histories allows for a great leeway in personal interpretation that has convinced me to have the Jersey Devil be the cryptid that comes to life in the museum, rather than my original plan for Bigfoot to do so. The Jersey Devil makes the most sense since his story can be interpreted as literal devil or a child with physical deformities abandoned by his mother. I intend to fuse the concepts together and create a kind of Hellboy scenario with a devil child that runs around the museum causing chaos.

Final Concept – Rachel Zook

Looking back as a senior, one of my favorite memories of my time on campus is a game my friends and I would play called The Cryptids of New Jersey… or TCNJ. The rules of the game go as follows: if you see a friend on campus and it’s nighttime, you have to become a “cryptid” and creep around trees, do a weird jog, run out of the light and into shadows. Basically, pretend you’re Bigfoot and someone has seen you. If you were the last cryptid spotted on campus, then the next time the friend group has a photo shoot (whether for holidays or just because we felt like it – we’re college girls, give us a break) that person has to pose as a cryptid. Those memories of being weird with friends just because we could hugely inspired my current appreciation for cryptozoology. That sense of playfulness is what I hope to impart on players of my cryptid museum game.

My senior thesis project is a way for me to express my creativity and challenge myself, while also getting to have fun by combining my two favorite hobbies – visiting museums and cryptids. Who hasn’t accidentally fallen into a research hole, where you’re on wikipedia to quickly look up the plot of a film and the next thing you know it’s two hours later, you’ve hit eleven other related links, and you’re reading about the political effects of the implementation of crossbows in medieval sieges? That’s one of my favorite things to do on the Cryptids Wiki, where you can click on a link about Bigfoot sighting locations and follow the related links to end up on a page talking about the first atmospheric beast sighting in Indiana in the 19th century. This concept of drifting between liminal spaces is something museums specifically utilize in their creation of exhibition galleries to get visitors interested and entertained. So while it may seem like cryptids and museums have nothing in common, they’re more related than you might first assume.

My idea is for players to wear VR headsets and move about a museum dedicated to cryptids; however, one of the cryptids is missing from its stand and it’s up to the visitor to find it. I hope to not only teach players about cryptids, but to have them enjoy learning and get lost in the space. While I don’t plan for this game to be very long, I hope I can showcase my sense of style in my interpretation of cryptids’ appearances and lore, get people interested in learning even when it’s not a topic that may benefit them in any applicational sense, and teach players that not all monsters are evil.

My project will require the use of design apps like Photoshop and Illustrator, 3D modeling software such as Maya and Sculptris, Unity, and VR technology. I have worked with all this software before except for VR, which will present my implementational challenge alongside my stylistic challenge. By the end of this semester I hope to create design sketches of the museum layout and cryptid designs to act as prototypes for my final project. I could forego the cryptid designs and create the museum in a 3D space as well, but I do not see myself being able to do both prototypes with the time left in the semester. Overall, my cryptid museum should be a lighthearted way for players to enjoy themselves and learn about something new.

Research Plan – Rachel Zook

Concepts to Research:

  • history of cryptozoology
  • famous men in the field of cryptozoology
  • current status of cryptids in video games
  • current popular VR titles and their game genres
  • origin stories of all cryptids chosen for project (bigfoot, jersey devil, etc)
  • history of museums (why they showcase objects the way they do)
  • museum architectural design
  • museum gallery floorplans
  • character design in inspirational media (courage the cowardly dog, scooby doo, rocko’s modern life, coraline, monsters inc)
  • famous animators in children’s media
  • Maya 3D modeling techniques
  • Maya animation techniques
  • Unity implementation techniques
  • storytelling techniques in inspirational media (scooby doo tv show and live action movies)
  • storyboarding techniques for general idea of how museum visit will play out
  • Unity implementation
  • VR techniques and implementation

Avenues of Research:

  • credible internet resources
  • credible scholarly articles (where available)
  • fieldwork – visit museums
  • Published books on cryptids
  • watching television
  • playing VR games
  • watching tutorials (youtube, vimeo, tutorial websites)
  • playing popular cryptid games

Revised Concept – Rachel Zook

My revised concept is a blend of my initial ideas one and two – it will be a VR museum of cryptids, heavily inspired by the Scooby Doo 2: Monsters Unleashed DVD’s special features. There’s a short game you can play where you have to investigate the museum featured in the movie; while in the museum you can interact up close and personal with the different costumes it features. Something about that experience sunk into my brain and I can still hear the voice of the guy who reads off the monster description all these years later. Maybe because I could never beat it? Anyways, here’s the video if you don’t know what I’m talking about:

My project will be that one of the cryptids in the museum has come to life and you have to explore the exhibit to return it to its home. I’m thinking only one of the cryptids comes to life as opposed to multiple because animating on top of detailed and stylized 3D modeling AND learning VR for the first time is more than enough of a challenge to last me a full semester. However, I certainly don’t view this plan as a 100% final version and could change and tweak aspects of it if I got the right advice/feedback. I plan to include at least Bigfoot, Mothman, chupacabra, jersey devil, and maybe the thunderbird or pope lick monster. While there are a ton of cryptid museums out there, I didn’t find anything about a VR related cryptid museum. The only VR experience I did find related to cryptids was called Deadly Cryptids and it’s a horror shooter, so not the feel I’m going for with my game. Here’s that game if you wanna see what I mean:

https://store.steampowered.com/app/754310/Deadly_Cryptids/

This project will require the use of Maya, Photoshop, Sculptris, VR aspects (implementing code, Oculus Rift, etc), and Unity.