06-24-2017 08:26 AM
09-11-2017 01:23 PM
09-17-2017 02:06 PM
A couple of learnings to share.
I was able to combine shaders for various pieces of the scene that were similar in regards to the material which yielded some better performance with rendering. I used MB3_MeshBaker, for this.
Object Pooling for the leaves of the various fronds and patches of grass will also help with the performance of the app. Targets gameobjects that are largely the same geometry.
It’s a series of spheres or some primitive technically
Pointer density––it’s made up of many primitives and don’t want it to be too dense because it will be a lot of gameobjects and will have an impact on performance
Pointer cursor radius––how wide you’d like the pointer bezier to be
VRTK Controller Bezier Pointer
10-13-2017 03:41 PM
Robin opened with her concept of triple E content (a play on AAA, disambiguated below) and extolled the value of figuring out where you want to go first
Axes include rational, eee, baroque, and scripted
Not everyone needs to get into hands-on design influences, but she
thought that making origami and the concepts and learning how the
tactile quality turned out were really informative I’ve definitely found with Project Futures: The Future of
Farming it’s really key to actually gain some influence from real world knowledge and folks that have built
constructs or structures that are going to lend to the look and feeling of the world space in the app. Namely
Infarm.
One important side note Robin dropped was that none of the characters in Luna have genders.
Other Random Notes
Timeline
4 year process for Luna - started out as a drawing in a book
Fail Forward was key, it takes a lot of work.
Have to lean into the idea of interesting different challenging titles
UPSHOT = Diverse and inclusive teams, failure is ok, and the belief that you’re
going to get there. Leads to the triple EEEs and successful titles.
10-13-2017 03:44 PM
Robin opened with her concept of triple E content (a play on AAA, disambiguated below) and extolled the value of figuring out where you want to go first
Not everyone needs to get into hands-on design influences, but she
thought that making origami and the concepts and learning how the
tactile quality turned out were really informative I’ve definitely found with Project Futures: The Future of
Farming it’s really key to actually gain some influence from real world knowledge and folks that have built
constructs or structures that are going to lend to the look and feeling of the world space in the app. Namely
Infarm.
One important side note Robin dropped was that none of the characters in Luna have genders.
Other Random Notes
Timeline
4 year process for Luna - started out as a drawing in a book
Fail Forward was key, it takes a lot of work.
Have to lean into the idea of interesting different challenging titles
UPSHOT = Diverse and inclusive teams, failure is ok, and the belief that you’re
going to get there. Leads to the triple EEEs and successful titles.