My Dream Device
A few days ago, our latest Away Media work was made public. This time it's www.mydreamdevice.com, a website where you can arrange existing 3D models into all kinds of creations. The site is a simple but fun way to promote Qualcomm's Smartbook computer: you can create your dream device with components that all exist miniaturized in the Smartbook. Right after the site became live, people started to effectively use the tools we provided, but not precisely in the way we had in mind. But hey, I have to admit that I couldn't stop laughing after seeing some of the obscenities that were created! Too bad there has to be a moderator :-/
Our main focus was to make the manipulation of 3D elements as simple as possible and as least "techy" as possible. It's pretty amazing how hard this is to do once you get involved with the task: you need to manipulate things in 3D with a 2D interface BUT you can't introduce abstract concepts, a complex interface, just 3 or 4 buttons! It was quite a challenge, but I think we did a reasonable job. While doing this I studied a lot of 3D interfaces in different softwares. They vary a lot and are usually very effective but they all require you to "learn" how to use the rather complex controls. None seem to have what we tried to accomplish here: A set of controls that you don't need time to adapt to, just a few clicks and tests and you're ready to go after a few seconds. In real life, you don't need to know about X, Y, Z in order to manipulate objects, so why would you need to be familiar with 3D tools in order to effectively drag things around in virtual 3D. I must admit though that the only way I see to do this perfectly is to actually have a 3D interface, but I guess that won't happen for a while. Anyway, there is a lot behind the apparent simplicity of the results and the topic of natural, simple interfaces for 3D editing is very interesting.
Another nice thing that we dealt with in the project is OBB collisions and collision response. I wrote about how to detect OBB collisions before, but not about how to resolve them. The challenge here was to make the colliding objects respond physically, without having the user loose control of what's in his grasp, which is the typical response a real physics engine would cause. In the end, the physics are so simple that its nice not to have to use a full 3D physics engine.
It has been very nice to work with such level of designers from Cocomino (www.cocomino.com). I really hope we create more cool stuff with them!
Doritos iD3
RehabStudio and AwayMedia have produced a pretty amazing FWA winner advergame for Doritos' latest iD3 campaign. My involvement in the project was developing the adventure's 3D mini games with Away3D. Rehab has done a superb job with the interface and the video content on the site is simply 'cinematic'... Click the image to try out the adventure!
HINT: There's a cheat on one of the mini games. Hit up, up, down, down, left, right, left, right, b, a, enter, while near the forklift to drive it =)
[UPDATE] If you don't have a Doritos pack code, you can get free non-winning codes here: http://id3.doritos.co.uk/codeclaim.php
Morgan Stanley Matrix
Working with Morgan Stanley and a small team of superb designers from Adobe Profesional Services on this microsite was one of the best work experiences I've had. Have a look: www.morganstanley.com/matrixinfo
The site was built using Away3D + Awaybuilder, and it uses simple yet slick camera motion tweens to fly around a space crammed with vector content. Such content was provided with a friendly workflow using the JSFL tools from my previous posts. Additionally, a pretty interesting class was used to "perspectivate" the vector glyfs so that most of the text is only visible correctly from a given position in 3D space. The site is a pretty good example of the crisp look of vectors in 3D, and makes me think of all the possibilities we have with this sort of tools.
Intel – ITManager III “Unseen Forces”
Intel released today the third version of the ITManager series. It is a powerful, full 3D game for the flash player using models of more than 100,000 polygons!! A number previously unthought of for web based games, but now possible thanks to Away3D's triangle caching system... I had the priviledge of working on this project with a superb team coordinated by MRM Worldwide -www.mrmworldwide.com- with very talented designers and developers such as Pirrest -blog.pirrest.com-, Rob Bateman -www.infiniteturtles.co.uk-, and many others. Register a new player and give it a try!! URL: intel.co.uk/unseenforces
Nikon Coolclub Website
3D photo gallery based on a Piclens type of navigation. Developed in Piar Studio for Nikon Argentina using Away3D.




