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Royal Observatory

I went to the Royal Observatory, in Greenwich, to research clocks and timekeeping devices over history. The museum had a space dedicated to this where I was able to view these devices in person and discover how they work. I will use these to accurately depict the devices in the spring game, as well as to influence the visual style of the clocks and background items in the game. Below you can find photos that I took on the day.

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This timepiece fits really well with the steampunk theme, due to its gold rim and thin gold elements that stand out well in the white. I will use a lot of this type of style in the clocks in the game. I also like the stand that gives the clock a more prominant look, which I may utilise for difficult clocks so they stand out more

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The design of this this marine timekeeper is elegant and I will use it to inspire later levels that may take place with more water elements in the background, such as windows looking out to the sea (to keep with the steampunk theme), to represent the shift to marine chronometers

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Sailors on boats would measure their time in shifts, which would be the time it took for all of the sand to flow through. This was before more modern sea-worthy timepieces, such as the H4 by John Harrison, were invented

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The wheels, cogs and machinery here (right) show the inner workings of the clock (left). You can see how each part is a small piece of a larger interconnected system. The game will utilise this theme to get each completed level to be a part of a grander clockwork machine. I will also use the inner workings of this clock to inspire the inside of the clocks within the game

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Some of the clocks, like this one on the right, will have multiple dials which will indicate different mini levels in a larger main level. As the player completes levels the camera will pan across the clock face to another dial to start a new level; this will keep the player immersed in the game world

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The third clock in this left image would also make a good multi-stage level

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I may also make a futuristic final level that uses atomic clocks (right) and these would have a slightly different spin on the main mechanic. It is important, however, that these levels still maintain the steampunk aesthetic and keep the key visual elements of the rest of the game

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The balance in the above timepiece (the large spinning wheel at the top) works exactly the same as watch balances, which inspired the movement of the level spinning, which is the main inspiration for this game. The levels will spin back and forth in the same way as the balance

The movement in each of these three timepieces clearly demonstrates their inner workings. I will use these movements of springs, balances and pendulums in the background of the clocks in the game. The player can then watch them to predict when the level will spring back. I will also use these movements to inspire the motion of objects around the workshop

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