I had previously not been a fan of one thing at a time. I loved juggling tasks, had no patience and thinking about more than I could handle. This project as the name suggest was a self reflection of our personalities.
The attempt is to present the hiccups/ frustration/ annoyance that comes while doing many things together through humor and a very traditional way of story-telling; stop motion. The core aspect for the stop motion is its aesthetics, narrative and genre.
At the outset, there’s a clear plan and order, much like organizing tools in a workshop. However, as the list of tasks grows, the situation becomes more complex
The sketches here are exploring how to create a robot that mimics the actions of plants while also emphasizing its own mechanical nature. The robot is designed to replicate the movements of a plant using a series of servo motors to act as joints or as one would say branching of plants. Each joint is controlled by a servo motor, allowing for precise movement. The leaf is replicated through the opening and closing of wings, which are also controlled by the servo motors.
Care is taken to replicate all the axial movements a plant might make when responding to the weather. However, I do recognize the failure of the robot in replicating the fragile nature of plants. Through user experiences and my own observations, its a valid question to ask, was this the best approach to learn about plant behavior?
Stop motion is a painful process with a lot of satisfaction IF it turns out well. The making from assembling to recording had been a fun task. I remember about it as lots of stationery items recorded over many frames to create an illusion of moving. To any one wondering, what I used to clip the movie together, its called Stop motion studio pro combined with macbook pro.
The props are the ones that used to be of my key usages at the point of recording, each of them could be labelled as the tasks (Multiple at times).
I also see this project as a reflection of my game making process. In the context of game development, imagine me as a machine surrounded by tasks, which represent the different aspects and work required in creating a game. Similar to the stop motion frustrating making process, despite the challenges, there’s a unique satisfaction in seeing the pieces of a game come together, knowing that each task contributes to the bigger picture of creating an enjoyable gaming experience.