Flesh Mod Website

FleshMod.com is an asp.net powered webpage. Server side code was done in c# within the .net Framework. The site is eperimental and artistic in nature and was designed for entertainment media.


About Flesh

Flesh, the website, is about a Flesh, the game; a single-player video game modificaiton for the halflife 2 engine. It features an engaging and deep storyline while challenging the player with a variety of puzzles. Its unique in that one cannot actually combat the monsters, one must run and hide as their only means of survival.

In addition to completing the website, I was also responsible for extensive sound design, music composition and various design and art elements throughout the game and website.


About Fleshmod.com

As a website, Fleshmod.com was an opportunity to experiemnet with a variety of web technologies, and design approaches.

From a design perspective, I wanted to experiment with a "widescreen layout", a great deal of interactivity, and some dynamically generated components to help keep the material fresh.

The layout, being experimental in shape required some unothodox formatting techniques. I wanted to try a porportional resize, so that it would be clear the site isn't to be viewed in a standard portait style layout. I used some customized javascript to poll the viewport, and readjust the size to create a proper height to widt ratio. This is also self correcting in that should the width grow larger than the screen or two small, the site is reformatted to fit appropriately.

For the interactivity, virtually everything on the page responds to the mouse and user interaction. Clicking the logo, clears the screen and allows the user to see an uninterrupted view of the background. Mousing over causes ethereal veins to exten inwards from the corners of the screen, thus simulating "monster vision" an intereting design elemnt of Flesh, the game itself. (Monster vision is how the screen looks when your character 'sees' through the eyes of the ghouls in Flesh.) Mousing over the navigation (which has been placed in an unorthodox postion at the bottom of the screen) causes mystic runes to fade in behind the gothic text. These are important design elements of flesh the game, as the player progresses throught he levels, and now similarily as a visitor progresses through the site. Certain elements, such as the body divs, and the art in the about section also reward a visitor buy interacting with the mouse. The goal, of course, in every situation is to reward a visitor with feedback for exploring the site with his/her mouse. I wanted the visitor to enjoy just enjoy spending time on the site, as another way to immerse themselves int he flesh universe.

For dynamic content, I have employed a few techniques that result in fresh material as the user traverses the pages of the site. One of the things you, a visitor, will notice first is the background. I carefully chose atmospheric screenshots from Flesh, and allowed the setting of Flesh, the game itself, to also be the place there the website inhabited. As you go from page to page, the background changes every time, giving the user a sense of dark mood and mysterious atmosphere that playing Flesh gives. Another primary diynamically generated piece of content is the mysterious runs that fade in over the navigation buttons. Moving to a new page results in a new set of symbols. Aeshtetically, I wanted to devalue the individual symbols themselves, while raising the value of the various combinations, as if they might construct a language or be elements in a cryptic old puzzle.