first person garbage simulator
First Person Garbage Simulator (FPGSIM)
Is eperimental music on going project in its early stages focusing on interactable noise machines that are engineered around manufacturing and recycling purposes. The project has started as an early commission from Offworld.live to showcase their 360 streaming camera technology, focusing on an encapsulating experience for the viewers to witness and hear information in all directions.
The player be will succumb to devies to progress, etc.
Is eperimental music on going project in its early stages focusing on interactable noise machines that are engineered around manufacturing and recycling purposes. The project has started as an early commission from Offworld.live to showcase their 360 streaming camera technology, focusing on an encapsulating experience for the viewers to witness and hear information in all directions.
The player be will succumb to devies to progress, etc.
development
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FPGSIM unfolds through layered sonic environments, guiding players to navigate, interpret, and influence the flow of materials and energy. The game explores the lifecycle of production: from raw extraction to mechanical transformation, and ultimately, to disposal and renewal. It invites players to consider their role not just as operators, but as agents of entropy and order—immersed in a system where garbage is not the end, but a right of passage.
FPGSIM is a procedurally generated producing a unique experiential configuration with each iteration.
Its design accommodates both individual engagement and collective presentation, functioning as a standalone experience or as a performative framework. The system supports open-ended external control protocols, enabling adaptive accessibility and facilitating diverse modes of interaction. |
Vertical Divider
[Test WIP-3] - Using UE Harmonix stepseqencer
In this version (above - WIP-P3), I am testing 3 integrated step sequencers that are sequencing a '3dprinter' like device, designed to build and deconstruct assets from the surrounding materials (this will hopefully become visually apparent over time). These 3D printers are held in a triangle layout known as chambers, and I plan to have these procedurally placed around the world, each with a unique design and sound libraries. The player is now going to be built around a classic bipedal design (human) with future struturs designed around this but the way we traverse the landscape will not be walking (stay tuned!). |
CONCEPTWORKS
Fabrication in the middle of nowhere




















