06-07-2016 01:03 AM
Hey All, I'll be publishing these on my blog as well so I'm just copying the text here. So far I've got a recap of events plus my first week notes. 🙂 My website can be found at prettydarke.wordpress.com
Been meaning to keep a dev blog to detail my progress over the next few months and now I’ve finally got the kick in the butt to do it. First a re-cap:
And that brings us to June.
So I’ve been coding for about 3 months now. Still so much to learn but at least I feel comfortable figuring things out. I’m used to doing all the creative work but for the first time I’ve done coding exclusively and I freaking love it.
I’ve also started a group called VRGN – VR, Games and Interactivity. I want it to be a development space for solving new problems and I particularly want to open things up to folks who have never worked within the media or technology. One of the issues I had when I first started making games at UCLA was feeling excluded or inferior and being intimidated because of my lack of knowledge. I don’t want others, especially communities who are marginalized in the tech community to go through that same struggle. Yeah, so, we’ll see how that goes. I’ve never built a community or a studio before but I’m excited for the promise it holds. So, onward.
Most of my time spent post-Oculus has been housekeeping and research. I tried a few games and experiences mostly looking to see how they deal with UI/UX issues.
I was kind of surprised that there was no way to re-center the camera position from within the Samsung VR application and was specifically looking for applications that would implement this feature. More generally I was looking for a satisfying user experience.
This actually led down a path of VR porn research - yeah, I know - but it's also a logical source of information because pornography is heavily invested in the user experience. It's critical that such an application does not make the user sick, is comfortable to navigate, and does not break the illusion of the experience. In game theory we'd call this "flow," and it's a vitally important concept. I did learn some things, but I'll go into that in a later post.
I want to do so many things in VR (and perhaps I can), but I know how easy it is to get lost in concepts so I decided to go with the initial concept I pitched. When I started to lay out the scope of this simple, straightforward project I realized it consisted entirely of things I'd never done before. Yaaaaay 😕
The big To-Do for this week (done):
Upcoming Goals and Deadlines:
06-07-2016 04:15 PM
06-07-2016 04:30 PM
06-09-2016 10:29 AM
06-09-2016 12:31 PM
06-09-2016 07:48 PM
prettydarke said:
I knew the scale was kind of arbitrary since things can be re-sized but I was wondering if there was some reference point since I'm building assets in a variety of programs - some way to make the sizes of things fairly consistent with minimal fiddling upon import.
Super helpful to think about how the scale will affect physics too, thanks!