PART 3: Navigable World

Create a rich, compelling, and original 2D or 3D navigable world. ok, now get to it!

*All of the visual and textual elements in your world should be created by you! (no sampling).
* your world should include at least 50 unique visual elements that are either 2D or 3D – you may of course create a modular visual system to build many permutations (for example a forest may have several stump,  branch, leaf, flower and fruit variations as well as color shifting to create hundreds of tree and plant variations)
* Your world should include sound (these you need not necessarily create yourself).
* Your world should have a method for the user/visitor to move in spatially (this consideration involves questions of what input devices are used oculus, kinect, joystick, kb, mouse etc)
* Integrate the World Index and UI you built previously into this world (it can toggled on and off as you wish)
* Make sure you project includes instructions on how to navigate ( in the software)
* You may design your world so that objects are collidable.
* You may add text and dialogue to your world.
* You may allow users to examine elements in the world (to gain more info for instance)

*Remember that the focus of this project (and class) is not on game design, interaction or programming but specifically on the craft of worldbuilding – most of your workload should go into building and populating a rich world – rather than designing interesting methods of interaction  (you could of course consider this project as a base for a more interactive project or game that you can develop later)
* When building your world consider the camera’s position, point of view and final presentation (first person, third person, god’s eye views , oculus, multi screen, projection etc..).
* Consider how you use lighting in your world.