Game Development Reference
In-Depth Information
9.3.3 T ypes of C amera C onTrol for p resenTaTion p urposes
One of the most interesting things about camera control in a virtual world is that the cameras can be scripted
to do just about anything. For instance, at the T2 Education Island conference center created by the 2b3d
Studios team in Second Life, when your avatar sits down, your camera locks into a preset system that allows
you to switch views by using the Page Up and Page Down arrow keys. In Figure 9.4, you will see the vari-
ous angles the camera control has in that conference area. For new virtual world visitors who are not used
to moving and focusing the camera for their avatars, this is a welcome device. Conveniently, the information
about how to use the system and other guidelines is given out with a note card when you arrive.
9.4 DESIGNING FOR A PRESENTATION
As the designer of an Ideagora, which is a collaborative, storytelling, and information-sharing environment,
you will need to establish the basic parameters of your client's needs. You should ask the following questions
as you prepare to start designing:
1. What are the maximum and minimum numbers of people expected to use the area?
2. What kind of presentations will be done: 2D, such as website/media based; or 3D, such as architectural
models/designs; or both 2D and 3D?
3. Can the presentation area be present all the time, or should it be temporary?
4. What is the aesthetic/architectural style desired?
5. Will the presentations be streamed?
6. How many people will be presenting at a time?
7. Do you need an interview area?
8. Do you need a “demo” area?
9. Will the space be “branded” with the client's logo?
10. Does the client need a teleportation system to connect this venue to others?
More questions may occur to you as you discuss the design with the client, so be prepared for a long,
detailed chat before you design a single thing.
9.4.1 g eneral Q ualiTies of a g ood p resenTaTion s paCe
Although Intel has been able to run a region with 100 avatars or more [12] in the Science Sim, this is far
from the usual use case scenario. In the planning of your Ideagora, a conservative estimate of 25-30 avatars
attending at any given time on one region would be more realistic, especially in Second Life. Listed next are
some general qualities that all good presentation spaces should have. This is not an exhaustive list but should
get you off to a good start.
1. The background should be of a neutral (but not boring) color. Its textures should tile cleanly, with
no eye-catching repetition or excessive busyness.
2. If possible, have your conference area face the water. The presenters or leaders should be on a platform
with their backs to the open ocean as they face the audience. By doing this, you reduce the number of
textures and objects that each avatar has to load into cache memory while watching the presentation.
3. If you are incorporating screens into your design, make sure the size and shape relate to the content
shown. For instance, if you are showing high-deinition (HDTV) images, then the ratio of length to
width should be 16:9 [13].
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