Call Me Lobster is a conceptual game about Dali's Aphrodisiac Telephone created in 1936 for the poet Edward James. This project transposes surrealism in Dali's time into today's hyperconnected multimedia culture. By rendering the lobster telephone into a 3D interactive kitsch atmosphere, the user is transported into an absurd, surrealist interaction involving movement, sound and space. To enhance the surrealist "blast", the user faces a french lobster reciting Michaux's poem Contre!, the telephone rotary dial is made with rotating eyes, and the telephone base made out of a transparent, watery material.
The technical challenges relied mostly on the modeling of the lobster and the telephone base in Maya, in particular how to make curvy surfaces with complicated shapes. I solved it by drawing on a "flat rectangle" that I would turn into 3D by extruding vertices and faces. In addition to the modeling, the coding was very hard. To shake the phone, I restricted a random movement between -1 and 1. To reset the position of the eyes, I had to make a different code for each eye (because their initial rotation is different for each one). The lobster is made of different parts, each one having a hinge joint parented to the previous one. The movement is therefore like the one of a roller coaster car, where the impact is transmitted to each wagon while decreasing at the same time. I couldn't figure out how to make an array of sounds, so that each time the phone rings, a new conversation appears because I couldn't find enough documentation on arrays or the AudioClip class.