Development story · Ongoing

From Memory to Campus: The Making of The School I Remember

How an old school that survived only in memory became a browser space through sketches, modelling, play, and repeated correction.

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Recorded stage: Roughly two weeks into development
Coverage: From the first idea to the milestone reached roughly two weeks into development
Format: A browser-based 3D campus experience built with Three.js

Development story

Article navigation · Ongoing

  1. 00PrefaceThis project did not begin with a complete set of architectural drawings or a finished game design document. It began with a personal memory of an old school.
  2. 011. The Original IdeaNot yet published
  3. 022. Why the Painting Did Not Become the 3D SceneNot yet published
  4. 033. Organising the Memory Before ModellingNot yet published
  5. 044. From a Relationship Map to a Metre-Based PlanNot yet published
  6. 055. Grayboxing: Walking Through the MemoryNot yet published
  7. 066. How Sketches Mediated the CollaborationNot yet published
  8. 077. From Reference to Concept Art to GLBNot yet published
  9. 088. Why the Banyan Tree Needed So Many VersionsNot yet published
  10. 099. Establishing the Art DirectionNot yet published
  11. 1010. Making the Wall and Ground MaterialsNot yet published
  12. 1111. Materials for Standalone ModelsNot yet published
  13. 1212. Bringing Textbooks, Exercise Books, and Posters into the SchoolNot yet published
  14. 1313. From a Place to Look At to a Place to PlayNot yet published
  15. 1414. Blackboard and Chalk: Completing a Small InteractionNot yet published
  16. 1515. Finding the Performance ProblemsNot yet published
  17. 1616. Optimisations That Did Not Become Production FeaturesNot yet published
  18. 1717. Why the Loading Screen Had to Leave LastNot yet published
  19. 1818. Testing, Archiving, and RollbackNot yet published
  20. 1919. How the Human–Agent Collaboration WorkedNot yet published
  21. 2020. Lessons from the ProcessNot yet published
  22. 2121. Turning a Basketball Prop into an Open-Ended InteractionNot yet published
  23. 2222. Turning Six Old Tables into Table-Tennis Practice and a MatchNot yet published
  24. 2323. How Phone Testing Changed Both Interaction and Performance WorkNot yet published
  25. 2424. How First-Hand Scene Knowledge Led to Classroom-Level Detail ManagementNot yet published
  26. 2525. How an Old Handheld Became a Memory Machine the Human and Agent Could Disassemble TogetherNot yet published
  27. 2626. Where the Project Stood After Roughly One WeekNot yet published
  28. 2727. How Five Childhood Games Grew Out of the CampusNot yet published
  29. 2828. How Two Old Slingshots Became a Natural Play CornerNot yet published
  30. 2929. Why the Second Handheld Could Not Simply Copy the FirstNot yet published
  31. 3030. Why Flag Raising Did Not Become a Scoring GameNot yet published
  32. 3131. How an Exercise Book Remembers Activities Scattered Across the CampusNot yet published
  33. 3232. Where the Project Stood After Roughly Two WeeksNot yet published
  34. 33ConclusionNot yet published