Shoreline Mayhem is an interactive informatory experience, that hopes to teach users about oceanlife and pollution. It uses a coded 3D environment to show the damage that we have caused to our oceans.
When tackling this issue I wanted to focus on research so that I could learn more about a topic, and inform others accurately. With very concept driven projects such as this one, I feel that having a solid base before building the site is necessary.
My research began by researching oil spills and wildlife damage done as a result of oil
spills, and oil in the water. I wrote a short paper highlighting the key points that were to be my focus
for the project.
During the research, some of the information shifted my initial beliefs of the damage oil could cause, because of this, my focus had to be adjusted slightly when creating my narrative. Focusing more specifically on shorelines and shallow ocean animals, and explaining the topic of Oceanic Pollution in a simple and easy to understand way.
Before modelling, the forms were sketched (as you can see above), to give some context and explore the visual style. When beginning to model, It was my first time, and because of my lack of experience with 3D modelling, much of it became a challenge. With certain forms being simplified down, and relying heavily on doing more with code.
Then graphical mockups were created in Illustrator to demonstrate the aesthetic style that was going to be used, as well as colour variations. In addition, a storyboard was made to guide my scenes into an easier to understand process.
The final product went according to both my storyboard and graphical model, and a was a personal success. The overall process allowed me to explore 3D graphics and animation in a new and interesting way, and create something to be passionate about and inform people about a topic. If I were to continue building this or create something similar in the future, I would have used more polished 3D forms, web layout, and made the page more accessible, I learned that although it was important to create something intricate, I should have kept UX at the forefront as well.