Archive for the 'Architecture' category
SL Melbourne - The Demolition Cranes and Bulldozers move in
August 21, 2008 2:08 pmSo I will be wearing my worksite hardhat next week and taking apart our ‘creation’ pixel brick by pixel brick. It will make way for a fresh start though, a brave new world, a small patch on ‘Furry’ ABC Island…
and a reminder of what it was like in its opening glory
Categories: Architecture, Australia, Building, Environment Design, Environments, Gary Hazlitt Builds, Humour, Inhabitants, Second Life, Virtual Tourism, Virtual Worlds
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New World Expectations - Seventh Heaven ‘Windlight’ Machinima
December 26, 2007 12:18 pmI was in the middle of putting together an end of year compilation of some of my builds and sim developments and as I have regularly been using the Windlight viewer and I saw my creations in a whole new light, literally. So I got a good bio friend of mine, Gary Hayes
to do a quick grand piano and classical guitar improvisation so I could put together a film that promises a bright new future for our Second Life world in 2008.
Some creation details for those who like that kind of stuff: I used the wonderful space navigator for nearly all the ‘tracking/pan/crane/dolly’ type shots combined with fraps PAL capture, then converted using Canopus Pro 3 to PAL Quicktime DVs for a final edit in Final Cut Pro. A final save out to DV at same resolution and converts down to MP4s for online distribution. The whole process, capture, processing, editing took just over six hours - I know, I am slacking! The builds and sim terraforms took significantly longer (!) but the music a quick 35 minutes in two single takes, so excuse a few ‘bum’ notes!
A Second Life ‘Windlight’ Machinima, Filmed and Edited by GARY HAZLITT
Higher rez 95MB MP4 640/480 download available here.
Steinway Grand Piano and Classical Guitar improvisations both performed, in one take, by GARY HAYES
All featured sim builds and terraforms created and designed by GARY HAZLITT (some unamed builds still in development)
Gary’s builds or sim creations featured include: Esperance, The Pond, ABC Island, Cog Island, Marni, Thursday’s Fictions, Melbourne Laneways and others.
A Just Virtual Video Production © Gary Hazlitt/Hayes 2007
Categories: Architecture, Building, Digital Art, Environment Design, Environments, Gary Hazlitt Builds, Machinima, Music, Second Life, Spiritual, Travel, Windlight
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Haunted Goth Dreams, a Halloween 2007 Second Life Machinima
October 16, 2007 9:51 pmIt’s that time of the year where avatars wear pale skin, dark make-up and generally scare each other to relog. So armed with a secret camera in trembling hands, Kylie and I ventured into the darker recesses of Midian City, Liquid Heat and City of Lost Angels to make a rather special film. I personally love the avies that frequent these wonderfully crafted places, avatars full of character, individuality, unique clothes, deep role playing (whatever that is) and strange protruding teeth. Sprinkle on one of my favourite songs, Haunted by Poe, a little sneeky editing and voila…enjoy, but make sure your not alone!
“A machinima by Gary Hazlitt based on and using as background, the great song “Haunted” by Poe. Special thanks to the creators and inhabitants of City of Lost Angels, Liquid Heat and Midian City sims, you are wonderful people. Avatanimation, filming and editing by Gary Hazlitt. A JustVirtual Production © Gary Hazlitt 2007″
Posted by Gary Hazlitt from inside Second Life © 2007
- Playing mp3 file hotel california (by Multimedia Center Windows LiveWriter Plugin)
Categories: Architecture, Deviant Behaviour, Environments, Experimental, Identity, Inhabitants, Inworld relationships, Machinima, Music, Performance, Role Playing, Second Life, Sent In-World, Social Experiment, Spiritual
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Still playing catch-up on blog posts. Busy, busy as always creating big builds in this world for entertainment properties, real world companies, learning and some just for pleasure - but I still have time to make delightful machinima
This one is of mine and a friends (Benjo Zabelin) build of a little ‘piece-of-a-place’ called Melbourne, Australia (still not sure where that is!).

Another Gary, a bio one ;-), managed to take over four hundred images plus hours and hours of sound so I could recreate what it is like to be out there, with you folk in one of your most popular cities. Umm very cramped I must say. Anyway as you can see below it generated lots of Second Life press interest and it was fun creating a few token, Second Life not possible in real life elements.
Here’s a SLURL too. and a load of links…
SL News - Australian city Melbourne Laneways comes alive in SL
Australia SL News Source SLOZ - Virtual Melbourne has arrived
Shhhhhhhh - melbourne laneways in second life. NOOOOOOOO
Second Life Insider - Melbourne Laneways comes to life at ABC Island
Victorian Government - Victoria - Would your Business benefit from a Second Life?
TheProjectFactory - Melbourne Laneways Come to Life for Multimedia Victoria
Boxxet Second Life - Melbourne Laneways comes to Life
Multimedia Victoria - Virtual Worlds (Melbourne Laneways Case Study)
GDay World - Melbourne Laneways in SL
Mal Burns Annex - Melbourne Laneways Comes to Life
Posted by Gary Hazlitt from inworld © 2007
Listening to unforgiven (RealPlayer Windows LiveWriter WordPress Plugin)
Categories: Architecture, Bio World, Building, Creative Collaboration, Environment Design, Events, Machinima, Second Life, Sent In-World, Sound Design, Virtual Tourism, Virtual Worlds
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Experience the Drama of the ‘Human Mind’ in Second Life
September 2, 2007 12:41 pmor a quick case study of my role as SL designer, producer and builder in moving a film/book/stage ‘idea’, Thursday’s Fictions into the metaverse of Second Life. First, to give you a taste, a short video of my friend Kylie (who has gone a bit goth) walking through the environment. (note: An important thing missing on the video is Richard James Allen’s meditative texts that appear all around as you explore and of course visitations are usually at a much more relaxed pace.)
I have noticed that this blog is turning into mostly things I have created in Second Life or close friends, not a bad thing I suppose as long as those creations are worth singing about. I believe this one certainly is. I was lucky to work with Richard James Allen and Karen Pearlman (of Physical TV) who are the drivers behind an ‘idea’ called Thursday’s Fictions. This idea has been manifest in film, book, theatre and my task was to be the designer, producer, builder etc: in Second Life. It was only a small project compared with many of the multi sim creations I have done and are currently working on, but it excelled in being a worthy, experimental, artistic and aesthetic statement. It fell strongly into something I call Story Environments - spaces that have narrative embedded in them at varying degrees, more on that later.
The basic premise of the story is a woman who lives for one day only is trying to take her most valued creative possession (her dancers in a trunk she carries with her) between various reincarnations. There is more to it than that of course and the themes of death, love, life, mind, body, spirit all intermingle to create a fascinating pot pourii of philosophy, psychology and self awareness.
My challenge was to find appropriateness in Second Life which is itself an allegory of the themes of the piece from the outset. In other words, as I mentioned in this panel interview on SLCN.tv, (yes I talk!), SL is a space that is already routed in parallel existance, new incarnation and so on. It was about trying to find something that was different enough from quite a few existing ’spiritual’ areas in SL but also providing links back to ‘real world’ perceptions of spiritual architecture.
I haven’t time in this blog post to go into vast detail but to say the build was done very rapidly and I worked iteratively with the writers (that included script consultant Rock Sonic - SL name) who are all relatively new to the true creative potential of this world. Some of the techniques used to deliver the narrative elements included invisible sensors that talked to you randomly, spirit ’spheres’ that whisper as they pass through you, moving and still texts of various forms on the walls, objects and nature that chats residual and direct thoughts, sound and embedded gate-keeper questions.
There are effectively two longer form experiences at the moment. Purgatory, a series of halls and alcoves exploring a range of ideas mostly routed in one word ‘choice’. What life to go to next, what to take, decide what happened in the previous one, choose a state of mind and so on. The second experience is one life you inhabit, the ‘fractured’ mind of one of the characters. For the latter I created something that was slightly unnerving and disorientating yet also welcoming and familiar. It was loosely based on the sets of the film but I injected some play and elements of confusion. Go see and you will understand. The first main area purgatory is populated by Richard’s a range of texts, my favourite being the ’self-destructive’ lines (in the floating spirits in the main hall) from his book Kamikaze Mind. I also wanted Purgatory to show how music, sound and visual effects, text, signs, places to explore and architecture create a new kind of experience in SL that becomes very cinematic. There were many compromises that had to be taken but happily they are all easily overcome in future experiences I will create in this and many other properties. I/we also wanted this experience to be as social as possible. In a full 3D social space anything that doesn’t allow a shared user journey through it is doomed so it has been great watching couples and small groups exploring.
There are many more elements planned for this ‘idea’ of Richards and these will include another 6 or 7 more life journeys that will attempt to cover a broader spectrum of the ‘human drama’. To go to this experience now here is a link to the starting grove - SLURL.
Posted by © Gary Hazlitt from inside Second Life
Categories: Architecture, Bio World, Communication, Creative Collaboration, Environment Design, Environments, Experimental, Game Design, Identity, Machinima, Second Life, Social Experiment, Sound Design, Virtual Worlds
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The Boisterous Billabong Bar
July 1, 2007 3:20 pmThe Pond Bong Overload 07, originally uploaded by Gary Hayes.
When I built the Pond islands over 6 months ago I intended this area to be the most organic of all the spaces on the then three Pond islands. This area was also designed to provide a gateway to the outback and Uluru and the juxtaposition of busy bar, social space and real open space (a whole sim for the outback) was planned. That zen like combination is important, psychologically we like to be on the edge of wilderness - facing open sea, deserts and mountains. The call of the wild. Some other parts of the islands were not rich, social and detailed (due to other forces) and that is reflected in how popular they are. Anyway.
The bar itself was roughly designed on my own memories of Queenslander and Western Australia shacks and bars in the outback. I had to use some Western USA textures on the walls etc: due to time contraints and the whole thing took about a day to do - plus a few extra hours later on the internal details like the beer pumps and original seating.
I noticed after a couple of weeks that people were also gathering outside the bar in front of the Pond so I quickly added a fire, bbq and seating plus extra flooring. This has now become one of the busiest 4000sqm areas in SL. The area at launch was supposed to have live bands, singers, streamed music and so on. These are still being planned but it is slow to materialise on a commercial sim, as it costs real money plus a bunch of legals - yet I am amazed that avies still gather and meet here in such large numbers. Less to be entertained but more to socialise, get away from the less aesthetically designed sims and gather before heading off elsewhere.
The other night we had over 60 avies all gathered in this small area after a TV programme in Australia. The top picture is a shot I took of that. Below are other images that give a feel for what takes place here including floods, small battles and endless winged flirting. Quite a few folk are already creating deep stories and role playing in this space which is great and there are many secret places for the initiated, the pash room for one
Posted by Gary Hazlitt from inside Second Life
Categories: Architecture, Communication, Environment Design, Environments, Role Playing, Second Life, Sent In-World, Social Experiment, Virtual Tourism, Virtual Worlds
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Second Life Gary’s Sim Marni 10, originally uploaded by Gary Hayes.
I have been so busy since October last year that I have completely forgotten to mention the island I bought. I did the sums and it actually worked out way cheaper for me to buy and island and divide it into four with three other friends. So Marni was born. Marni is an aboriginal word meaning welcome.
I terraformed the island with a large central and shared mountain space with 80m waterfalls with rivers and smaller hills separating the four quadrants. It is a very tranquil area and the images here are some building designs I did over 6 months ago! I hope to get time to finish some of them and add some more architecture in the ‘Sci-Fi Persian’ style.
The other three folk on the island are a wonderful immersive sound sculpture artist, a designer with his own company and an SL entrepreneur. I am sure they won’t mind you looking around.
Please pop along and have a look around. I am unlikely to be there most of the time, but you never know. In any event you are very Marni (Welcome). Heres the SLURL
Posted by Gary Hazlitt from Inside Second Life
Categories: Architecture, Building, Environment Design, Environments, Music, Music Experiments, Neighbourhood, Residential, Second Life, Sent In-World, Travel, Virtual Tourism, Virtual Worlds
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An SL Visit to the Sistine Chapel
12:56 pmSistine Chapel in Second Life 02, originally uploaded by Gary Hayes.
I had a day to relax and travel the grid to look at a few things. Luckily this day saw the opening of the Sistine chapel on the grid. I took a range of pictures that are getting lots of hits on flickr. I spoke to the builder Stan Frangible who told me that the whole thing was done in a couple of weeks and that all the images are trawled from the web. The hardest thing he said was actually the floor tiles as hardly anyone photographed that and put them on the web. The curved alcoves (lunettes) at the top were also very hard to recreate, he said. Bret Rydell the owner of the island, said they were in respect of the space start to operate a terms and conditions entry system so the sanctity of the area is not ruined by griefer types. Here is a description from Wikipedia of this spiritual and decorative space.
“The Sistine Chapel (Italian: Cappella Sistina) is a chapel in the Apostolic Palace, the official residence of the Pope, in the Vatican City. Its fame rests on its architecture, which evokes Solomon’s Temple of the Old Testament, its decoration, frescoed throughout by the greatest Renaissance artists, including Michelangelo whose ceiling is legendary, and its purpose, as a site of papal religious and functionary activity, notably the conclave, at which a new Pope is selected.”
Categories: Architecture, Bio World, Building, Digital Art, Environment Design, Second Life, Virtual Tourism, Virtual Worlds
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Virtual Christmas with NBC
November 30, 2006 6:35 pm
Been a strange, busy day today. After a games console launch at Reuters (a news agency in this world) I then got caught up in an bio ceremony for something called Christmas, on the NBC island. I was later then on the VIP list for an amazing performance by DanCoyote and the Skydancers over on Learning Island (I will talk about this amazing experience in the next post).
Yea things are getting busier this time of year but back to the ceremony. The Rockefeller Center (a famous square in a bio city called New York) is one of the most amazing builds I have experienced so far and it was great to catch up with SNOOPYbrown Zamboni, In Kenzo and others ice skating at the start, on a rink next to a great coffee shop. An accompaniment to this, a live band, namely Jaycatt Nico and Frogg Marlowe, playing some great piano, guitar music and interesting songs. There was NBC branding everywhere.

Here I am checking out the relaxing piano music as DestroyTV wanders around again broadcasting anything and everything to the bio world (pic at end) - she gets about a bit! The snow-avatar was dancing by the way as the snow fell around us. It was a bit chilly, and luckily there were free gift boxes with scarves and wooly hats scattered around. Thanks to Aimee Weber for those winter warmers and who, along with Beddazzle studio, built the amazing city scene.

There was a countdown to the switch on of the Christmas (still dont know what that is) lights and In Kenzo and I decided it needed some angels on the top, so we naturally volunteered. Not sure a green and black angel was keeping with the spirit of the event, but the avies 30m below seemed to like it.

After the ceremony we were encouraged to go and explore the Top of the Town, Rainbow or Peacock Room (?) at the top of the Rockefeller Tower. It was a long way up and many didn’t make it as the elevators were not working properly and most avies can’t fly above 200m or so.


Having jet wings helps a lot and here I am 250 meters up gasping at the view of the most famous of bio city nightscapes. One thing that was also very very strange here was reflections. You can see in this picture the walls and tables all have a mirror image in the floor that moves as you move. It is so odd to see things reflected like this. On investigation I discovered there is an inverted replica of every single item under the floor which is semi-transparent, but that would spoil the fun if I told you that

Back down on the ground that band sang a few Christmas Carols (still no nearer an explanation) and there were some rather cold women hanging around for presents.

and finally what the bio world saw through the website - there is me waving in the background. Thanks to anonymous for sending me that through the digi/bio portal.

Posted by Gary Hazlitt from inside Second Life (using inworld email, wp postie and a crontab)
Categories: Architecture, Bio World, Environments, Events, Second Life, Sent In-World, Virtual Tourism, Virtual Worlds
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Role-playing in Midian City
October 3, 2006 11:30 pm
In this world it is amazing what you find on your doorstep, literally. I have been building my sky platform at 400m over the past week and noticed just across the way a large, black monolith build. I was naturally curious. Little did I know inside was a complete city simulation, an under belly of bio society, for us avies to act out and role play both innocence and deviance. You can see how close this is to my land which has vertical elements of course - that is my sky pool, dance room and cinema. I visited the city at first by actually jumping inside from my sky platform and after a few visits quickly learned the secrets within.

I spoke briefly to Baal Zobel the creator (and author of the story text below) who said the whole build only took four weeks because the rich textures were all pre-prepared.
“I did the bulk in a week and just spent two messing with the details. I did have all the textures which is two thirds of the work. Its for other people to use”. Baal the name Meaning Master or Owner. In ancient times, Sun, Lord or God, A fertility deity, Son of EL, High god of Canaan. The cult of Baal celebrated annualy his death and resurection on mount Saphon where the children of Baal danced around the altars chanting frantically, cutting themselves to inspire his attention and compassion. The form, a mask, to face the world
He has an altruistic vision for his creation and this post will hopefully give you a feel for his dark, engaging and altogether immersive world. I visited several times and as instructed acted my part when confronted by a range of characters. Here is the welcome area and some of the instructions:

Welcome to Midian City. We hope you enjoy your stay. Enter, follow these, or never leave. STEP 1. Read the rules. Ignorance is no defence in the eyes of the MPD. Then grab a role. That’s STEP 2. You need one to RP
STEP 3. Force Sun to Midnight. Midian City was made to be played in the dark.
Midian City Roles
Read the carefully to learn about the group titles available to inhabitants of Midian City, which will help you define your role and allow others to know your intentions. You should wear one of these group titles AT ALL TIMES while in Midian City. Reading the description of Midian City below will help you understand the roles and better choose one.
As you walk into the black mist door the city is slowly revealed as it fades out of darkness, you are on the main street.

Strange characters hide in the darkness, there are secret back alleys at all turns, the sound is deep wind, creaking doors, eerie.

Graffitti, decay and litter are everywhere - here is a description of the story world of this dark and dangerous place.
They say that Midian City never sleeps, and the souls that linger there never rest. The country ignores it, and the world has forgotten it; a foul example of what can happen when crime, corruption and decay finally take their toll. The accumulated sins of men and beasts have smogged the entire city into an unyielding night of shifting shadows and flickering lights. And at the dark heart of this forsaken place stands Sector 6.
In this deranged corner of the world, there is no hope, there is no laughter, there is no peace. There are only the hunter.. and the hunted.
The craven who have managed to tear themselves away from the Midian City’s sordid grasp with their sanity still intact have long spread their stories of the factions that rule it. More than gangs, less than brotherhoods, these factions form a delicate balance of hostile peace that keeps the city moving. Although, the direction to which it moves is anyone’s guess.
The story continues to permeate ones brain as you crawl in the sewers or get lost in the subway, metro station. When I descended onto the main platform once a man had cornered a lady, trapped on the tube train with him, he had a knife.



The story of Midian City continues:
They tell of THE HOUNDS; a spectrum of beings who live for the chase. In fact, without the thrill of the pursuit, they’d have no interest in their quarry at all. If you become the object of a Hound’s affection, it will step up to you and utter a single word: “Run.” Every fibre of your being will be inclined to escape, but this is a mistake, because anyone who’s encountered the Hounds will tell you this: they will chase, they will catch, they will play, and they will feast.
And they also tell of the SHADOW STALKERS; another spectrum of beings who take a different approach to the hunt. The Shadow Stalkers do not play games with their prey like the Hounds do. They wait in the shadows, and are behind every corner, under every fire escape. They are patient, they are determined, and when they spot a favoured prey, they pounce, grab, and drag it into the darkness with them. What happens after that is often unspeakable, even within the city itself.
Then there are tales of a gang of felines seldom seen on the streets, from which they are banned by law. These “CATWALKERS” can be found perched high above the city on the many catwalks, upon which they are forever roaming, watching, and waiting for a chance to pounce. They love to toy with their prey. Frequently jokesters and easily amused, they just as readily squash those things that come to bore them. They are jokers and night creatures and just love to play, just like the cats they resemble.
I visited some of the seedier areas of Midian, the snake pit dance hall and the various peep shows scattered around. All of them had an air of sex, danger and a lurking terror that made my wings crawl. I gave Erika the dancer a tip and made my excuses.


Women of the night are both prey and predators and they move in and out of the shadows. Occassionally the MPD, Midian Police, prowl the streets, keeping order but following their own laws. No one can be trusted. A scream is heard in the distance. After several wrong turns I find the twilight zone club. Larissa and Clarita jig the night away, off duty maids keeping an eye out for the vampires that frequent this dance hall.


After the club I took a wrong turn and got lost in the sewers.

The story continues:
And beneath the city streets in the maze of ancient decaying sewers stories tell of the NIGHTBREED. A gang of vampires and other dwellers in darkness that feed on the flesh and blood of their victims, those foolish enough to dare the dark slime covered tunnels where even the Midian police have lost control and seldom venture. Here in the cool darkness the Breed Queen suckles her brood, waiting for the night when she will leads them up and out into the streets to feed.
And at the top of the pyramid lies the MIDIAN POLICE, most currupt of all.. because at least the Hounds and the Shadow Stalkers are honest, the Breed and Cats are at least true to their natures. Although the smallest group of the faction, they are the self-proclaimed “elites”. Enforcing their laws on a whim and arbitrarily serving justice as they see fit, the Midian Police are suspected of connections to a rumoured underground cult to maintain their sphere of power. But nobody knows, they could be neither.. or something worse.
Midian City is a place of even further rumoured darkness, secret society activities, prostituition, cruel experiments, sinister motivations, and ancient evils that go beyond the base desires and instincts of the gangs, or the hedonism of the Midian Police.
Somewhere in Midian City, somebody knows the truth. But those who do aren’t telling, and those who don’t should do well to leave it alone.
One of the most terrifying areas I visited was the toilets and the Medical Centre with blood scattered on the walls and barbaric instruments on the floors. What deviance goes on here?

Back on the streets there are many dark alleys that only a black angel would dare. On the catwalks above the sounds of stilettos clunking on cold steel, a muffled shout and silence.


After all this excitement with heart pounding I try to find the main street again, the smell of death and onions and hot dogs fill the air.

For sanctuary the most social place in Midian City is the famous Sushi bar. It is here that lost lives are discussed, where the innocent newly undead and unaware visitors drift and face their demons. I sit and chat here with many residents of the city, the passers-by, all charmed and intoxicated by the potential of our own fears. I have met individuals who are totally engrossed in their role, who cannot remember their true avie character, who have been possessed by others, lost in the darkness. Others talk of unworldly happenings, some are looking for victims. Midian City, a place to visit more than once, but be careful you may never get out. Here is the obligatory SLURL to go there if you dare!
POST SCRIPT: For some reason only known to Baal he decided to ‘ERASE’ his creation, the whole city. This is a real shame as many residents were enjoying the experiences here. I hope he will reinstate it one day.
UPDATE Dec 06: Baal has rebuilt Midian City bigger and stronger on its own island, simply type in Midian City on the map tool and explore 4 times what I describe above!

Posted by Gary Hazlitt from inside Second Life - aaaarrrgghhhhh!
Categories: Architecture, Bio World, Deviant Behaviour, Environment Design, Environments, Neighbourhood, Role Playing, Second Life, Sent In-World, Social Experiment, Sound Design, Virtual Worlds
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