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Week 10: Oculus Launch Pad (Due August 27th Midnight)

Anonymous
Not applicable
Looking forward to seeing your updates on Week 10 - As a reminder I, Ebony am on vacation and will be returning Sept 4th. If you have questions ask them directly in the group to Gabor or Stephanie. Thank you 
55 REPLIES 55

AVCVgames
Protege
Micah - Week 10 | 8/20 - 8/26

Personal Observations/Progress
  • I'm Finished!!!!! Well, for the most part. I'm finally done with the content of my demo and I feel very good about it. However, I still have some minor SDK integrations to do and next week, I'll work on my promotional graphics and logos.
  • With the big change to Mixamo over this past week, I was really concerned about having access to basic animations and characters, however all was seemingly smooth with the overhaul. I animated and downloaded three new characters this week from the new Mixamo and all went well! There was still a lot of time spent on getting the materials to display properly in Unity (not sure why they didn't fix that) but overall, the workflow was the same. You just can house any models on the site anymore. 

Production Progress
Task: Create Start Scene
After playing though a few different Rift experiences, one thing I realized was that my project didn't have a "start" screen. Initially, the titles just started to scroll when the experience began. So, I added a separate start scene that now allows the viewer to initiate the experience with the 'A' button. 

Task: Add a Few Background Extras
After I got much of my content and scenes done, one of the things that bothered me was the empty feeling one of my main scenes had. I caught this early on, but I was concerned that adding too many characters in a scene my cause significant performance issues. This was before I created my trigger scripts, which turn characters on/off based on when the camera passes through a trigger zone or not. Once, I had this trigger script in place, I now had the ability to have character appear when they were in the camera view zone and turn off when they aren't. Now, the time consuming work of exporting, modifying and implementing mixamo characters was left. (See note above)

Task: Check and Implement Basic Controls
As mentioned above, I added a Start screen, which meant I needed to implement a control to start the experience. I was initially a little worried about this because I wasn't sure if I needed to import and configure the Oculus SDK into my project. However, the Unity integration is actually SEAMLESS! I just used the basic GetInput (fire1) command and to my surprise, this worked just fine for the Rift Remote, Gamepad Button A and Touch Controller Button A. Given this is a linear experience, this is all the interaction that was needed, so I was done sooner than I thought!

Over the weekend, I will likely add some finishing touches to my end screen and implement a quit to home function. I looked over the Rift Submission Guidelines again (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) and will tick off any boxes I may have forgotten. 

jesmin_ngo
Explorer
Hi OLPers! 

This is looking like it's going to be a crazy sprint to the finish line...we keep finding more subtleties with natural language processing that we have to mess with to get it working the way we want in the app. Anyways, Charles spent a lot of this week researching, planning, and trying out different ways to implement the functionality to draw assets out of the storybook, like messing around with the OVR InputModule. The intention is for all the spawned objects to be created at a size that fits into your hand, and grow bigger when you place them in the environment. I'm working on our speech understanding algorithms to:








  • catch and ignore pronouns


  • understand synonyms and still generate the correct file match

  • understand which object to spawn when there are multiple matches

  • continue to add assets for different themes (right now we have "city," and will add "fantasy," "viking," and "samurai"

Wishing everyone a productive week,
Jesmin

kathrynhicks
Protege
Kathryn Hicks
Project Title: Tall Tales of the Aerona Temple
Type: 360° 3D Animated Film
Logline: A member of the royal Sasquatch family stumbles upon an ancient evil that threatens the prosperity of his homeland.
Characters: Zannis (Sasquatch) & Kaga (shadow demon)

Oculus Launch Pad Blog Post Week 10
As our production deadline approaches, my team is working fervently to complete our animation. We anticipate that production will conclude toward the end of this week. At times, this process feels as if it were a wild race to the finish line! To reach that goal, my texture artist has performed additional environment tests while completing statues for us as well.

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Loch Ness statue first round textures by Kane Liu, Model by Soroor Golrang

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Chupacabra statue by Jonathan Gilboa

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Edge Texture Test by Kane Liu - This test explores the effects of rough brush strokes on the edge of the object - for quality purposes in 3D. This technique will be applied to more elements in the environment. In Unreal, we will make the edges follow the camera, so the view will stay the same.

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Once the first layer of textures is applied, we will add more painterly elements to them.

Next Week
I plan to have animation completed, all assets finished, and textures finalized.


Anonymous
Not applicable
NOODLES - Kim Nguyen - Week 10 (and some update from week 9)

It's scary that the idea of me not being able to get the demo done on time keep popping up in my head every 5 seconds...

I was sick for the last 2 weeks and missed Week 09 update post. Whenever I feel conscious enough I'd put on the headset and draw.

I'm still working in the computer lad at school since there was a mistake on the new PC I ordered so I had to return it. They said I won't get it back for another month... 

None of the developper/programmer I contacted get back to me so it's still a one-'woman'-band right now...

Anyway, enough complaining. I'm very close to finishing the second scene and I think it looks good enough for the demo. Here's a quick look:

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I know I'm super behind schedule but I have to keep fighting!!!

Next week tasks:
- Recording temp tracks
- Putting everything I have so far into Unreal and hope for the best!

sskolnik
Explorer

Week 10 Oculus Launch Pad, Shayna Skolnik

This week we made great progress with the 360 video piece. We have a first cut! The sound and voiceover have been mixed and most of the editing is done. There a few things I want to improve with the animated Earth sequences, but for the most part I'm happy with the video component. I've shown the video piece to a few people this week and gotten positive feedback.

The major hurricane and catastrophic flooding in Texas also make this project even more important and timely. Storms are able to feed off of warmer than normal sea surface temperatures, leading to increased precipitation rates and high impact flooding.

Where we are still having major issues is with the container app. We had publshed it to the alpha release channel, but for some reason it crashes on my S8 Galaxy phone. This week I'll try it on a different S8, but I'm getting nervous that there's some inherent  bug or problem.

The app issue has also delayed and work being do on the interactive sea level visualizer. That was a stretch goal anyway, but it's frustrating that some of the basics have taken so long.

This week is obviously about getting the app to a point where it is functioning.  The other missing component is the call to action. At this point it will go in the proposal as there isn't time or resources. 

valerieechevest
Protege

WEEK 9: Filming!

I can’t believe we are so close to the end of Launchpad! This has been such an incredible experience that has pushed me into unfamiliar territory, forcing me to learn a ton. I was stressing a lot about the upcoming deadline but I’m trying to focus on one step at a time and enjoy the experience along the way.  

I’ve spent this past week filming! Including interviews at farmers markets, urban gardens and with a Pediatrician. I’m creating a piece that highlights the food access disparity in low income areas of Washington, DC, with the intention to build more social action to provide more access to healthy food. Its an extremely complex and sensitive issue so building relationships with the community members and organizations has taken most of the summer. I also went to a community dinner with chairs of the health council’s, healthy cooking class teachers and participants and urban gardeners. This week was action packed!

I’m going to spend this upcoming week putting together the demo and work on my pitch. Learning more about the issue and building relationships this summer has definitely better informed the story. The most important piece of the film is to give the community a platform to tell their own story. My film will do that and test out that model for 360 film experiences.

Even beyond Launchpad I am so excited to work on projects to bring VR/360 film into public health and health communication. I have a list of future projects already!

But first-  good luck to everyone on the last few weeks of Launchpad!


Entering The Multiverse

museum_introgif

Let me start by saying there is still much work to do on Museum Multiverse, but it is coming along. This week the team has been working on post processing effects in order to create a cinematic warping effect when entering paintings in the museum. Unity has an awesome new system for post processing effects but they are not compatible with Android. Our solution is to work with legacy image effects in order to make the scene look great on the Gear VR.

I have also been working on the notion of incorporating 2D gameplay into VR. I have created a pretty good proof of concept and have now added that portion into the game. I want Museum Multiverse to be a departure from the normal VR experience on the Gear VR store and I think this section will be a refreshingly fun experience for players.

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We also added a new member to our ranks of Museum Multiverse, Mikei Huang, a talented VR and Visual Designer. His work portfolio includes cool VR projects like Kuru Kuru Sushi VR and Back Seat Baby. He has been working with me on the cover art and creating visual consistency in Museum Multiverse. I am very happy to have such a talented member of the New York City gaming community on my team.

We also completed the models of the main character(s) for the game. Up to this point we have been using a simple cubed character as placeholder for most of development but it will be good to finally switch him for the main character. We will miss Mr. Cubes but we are happy to have our character so close to being finalized. The Character Modeler and Animator, Ethanis a talented artist with works in many visually stunning titles. Checkout his twitch channel where he works on projects live and his amazing GDC talk on low ploy development. We're excited to have his work in Museum Multiverse.  

           CharactersMMjpg CharacterWSecurityjpg

Our next steps on the roadmap are to connect all scenes scene together and playtest playtest, playtest – and then more playtesting. The more we learn about how players organically behave in our game the better Museum Multiverse will be. One of our goals in playtesting is discovering what players enjoy as well as what they don't understand. We hope to incorporate  these findings before the September 9th due date.

Until Next time...

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jacqueline_assa
Explorer
The sprint to the finish begins! Our demo experience is done and I'm very pleased with how far we have come visually and with our proof of concept on how we will teach both hardware building and software coding within the platform. I do wish we had more custom audio so this will be  a focus in the final two weeks in addition to fixing a few bugs and optimizing for performance. Currently, it works great in the Rift but we are still working on getting it to work optimally in the Gear. This has truly been an amazing learning experience and I'm looking forward to posting photo and video of how far we have come! 

marmishurenko
Protege
Maria Mishurenko — Awere
This week was amazing, we had major breakthrough with the visuals. Also, logo and part of the brand style ready (had to remember my design past and draw a "fontface" for Awere from scratch). 
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Did some optimizations on graphics, but it happened that our graphics are pretty cheap, so we still have room for some particles.
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We had 2 playtestings and were devastated with feedback at first. But actually, if you put away your artist ego and listen to the testers, it will improve the app tremendously! We created a list of changes in interaction and for now very happy with it. But it's not for long, as we are having 2 more playtestings, one of them in the VR company, so we could get a good peer critic. 

We bought oculus rift this week to speed up the dev process and it's really handy! Will think about redesigning Awere for Oculus later. 

We also managed to record the voice over in amazing recording studio (called Submarine), The guy who owns the studio, is a big fan of breathing exercises, so we got a good discount! 

I was amazed how our producer and breathing coach Hannes was able to record his voice like a pro. We ditched voice actors this time, because breathing guidance has to be performed by the trained professional. 

We already done with minimal plan and the app is optimized and ready, so we'll spend last 2 weeks reiterating after the playtestings, polishing music and graphic design and adding small graphic improvements. And putting together a good proposal, of course!
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I have another crazy idea for the app: try ARkit to capture mixed reality footage and show the user what happens withe the body while playing. But not sure if we can do it before the deadline. will see.