As the pendulum swings back into Second Life for some exciting new consulting projects, I’m reminded just how fun it is to build with prims and how much potential virtual environments hold for architectural practice and collaboration. You can quite literally *feel* the space as it takes shape, understanding and perceiving it in a way that no other medium affords. It’s somehow subtle and elegant in the way the virtual design experience retains the serendipity and chance of crude cardboard study modeling yet enables just enough of the precision of a 3D modeling application – but not so rigid and exact as to zap the design flow of its creative energy.
Virtual Architecture 101 (SLurl) is a free, interactive, self guided, educational installation in Second Life, designed to provide visitors with a sampling of architectural fundamentals, design processes, strategies and best practices for creating effective virtual world projects. The installation also includes case studies and offers specific tips, tricks and techniques covering a wide range of virtual world development topics. It is not intended to be an all-inclusive resource, but to simply provide a sample overview of design basics and strategies. If you want brush up on some fundamentals, or if you are planning to develop a project in a virtual world, this installation is designed to serve as a starting point and a place to gather ideas and inspiration for making your project a success.
As a design consultant working in virtual worlds for several years, there are quite a few core design habits, techniques and strategies that I keep coming back to. Since Second Life and OpenSim are primarily user-generated worlds, and not every project has a budget for custom development services, I thought it might be useful to share some of what I’ve learned in a virtual installation in hopes that it might be useful to anyone starting their own projects or building content in a virtual world. In the weeks ahead, I hope to add several new stations and replace a large portion of the text with more experience-based 3D props, but in the meantime I will post the text portion of the installation as a downloadable pdf to accompany the exhibit in the weeks ahead.
How lucky am I to have such an incredible conference in my own back yard here in Madison, at the University of Wisconsin? Mid-June is an incredible time of year in Madison, and I would encourage anyone interested in the intersection of virtual worlds, game development and education to make the trek to this conference.
Today, there is breaking news that NBC / Universal has agreed to let Battlestar Galactica-themed roleplay sims continue in Second Life. Like the Frank Lloyd Wright Virtual Museum, they too had been issued a cease and desist order through a DMCA (Digital Millenium Copyright Act) order.
The convergence of the game industry and the metaverse will be a Big Bang for the 3D web, but if you’re coming to this from the metaverse side of the fence but not a hardcore gamer, wrapping your mind around the mechanics and current state of the game industry can be pretty challenging. It’s a deep dive worth taking – one that can inform metaverse and 3D web endeavors of any stripe.