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Log
Notes, experiments, and reflections.


The Playable Multiplane: Uses of the Z-Axis In Leila and Paper Mario: The Thousand-Year Door
Abstract The multiplane camera produced depth on flat screens by separating artwork into layers and moving them at different speeds. In film animation, this depth belonged to the camera, which operated through a dedicated mechanical apparatus. In games, the same layered logic both enriches the player's experience and becomes a controllable mechanic. Here, the Z-axis interaction functions not only as an atmospheric, immersion-enhancing experience inherited from the classic mul
May 268 min read
New Materialism and Environmental Storytelling
Introduction Environmental storytelling, a staple in games, architecture, and art, often relies on static elements like textures, ambient details, and animations to establish a narrative. These components, while vibrant and atmospheric, typically serve as passive backdrops, setting a scene without truly engaging within it. But imagine if the objects themselves could participate in the story; contributing to it actively, responding to human presence, and evolving over time. Ne
Nov 8, 20244 min read
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