08-24-2017 08:31 AM
08-27-2017 06:58 PM
08-27-2017 07:11 PM
This week, I decided to submit a build of my game and whitelist Gabor as a tester for critical feedback. Since this is my first time submitting anything to a channel on Oculus for review, I thought it’d benefit me to run through the process and discover any pain points that I needed to solve soon rather than later.
I watched Nathan’s tutorial to teach me how to use the Oculus Command Line utility, which is awesome. His tutorial along with reading the documentation on the Oculus website should get you most if not all the way to successfully uploading a build to your developer page.
One problem I ran into when submitting was that I had the Steam VR plugin enabled in Unreal Engine. When I went to upload a build using the CLI, I encountered this error:
"The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: DeployBuildOculus/virtu-real-cat_Data/Plugins/openvr_api.dll"
After a little googling, I figured out I had to uncheck the Steam VR plugin from my project settings and delete any OpenVR-based elements in my project (the Steam chaperone references and functions in the BP_Motion Controller from the VirtualReality blueprint template.) I followed the steps in a thread posted on the Oculus forums, and voila -- I was able to successfully upload a build.
This week I’m planning to record rough music to place in the scene, set its interactive parameters, and write out dialogue for the main character.
08-27-2017 07:26 PM
08-27-2017 07:31 PM
08-27-2017 07:46 PM
08-27-2017 07:53 PM
My UX designer (Kent) had to leave for some travel but I thought I’d interview him just before he left about his feelings on developing for VR. Here are some insights from our conversation. Before I get into his insights I’ll break down our overall progress.
OVERALL PROGRESS
Stitching & Editing: Stitching is now all completed. A kind friend was going to let me use his Autopano Giga software to re-stitch the files that didn’t work with the Action Director software. He split the camera lenses out in Premiere, but instead of Autopano we ended up trying a different workflow using Mettle to stitch. We followed this tutorial: https://vimeo.com/185307662
It’s not a perfect solution but at least we are able to get an idea of the footage and the positive is that the footage was not corrupted. It was truly an error from the Action Director software. This coming week all of the footage, and I truly mean all of it needs to go back in Premiere and be re-synced. It’s a tedious job and I’m going to have to find the trick that can help us maintain all of our cut points without re-cutting everything we have edited. Sigh!
Talent: I’ve lined up four actors to come in to record the voice over next week. I would like to go ahead and record all of the V.O. but we’re still testing some bits so we may just record the key moments with these voices. I need to make this decision in the next 24 hours and finalize the script.
Gear VR: If I can squeeze this out in time I will submit the 360 docu series that is related to this game to the Gear VR/Oculus platform. We’ve edited this but again need to re-sync footage, and we would have a significant amount of work to cleanup audio. Plus, a container app needs to be created. I’ll leave this for the last moment.
3D models: All 20 custom models for the block have been created! We learned they need to be exported as an FBX file in order for Unity to maintain the mesh. Now we’re working on as many custom models for the player to add. We have 1 out of 6 created. Not sure how many more we will get to.
Layout: This is evolving. Lots to figure out here with the 360 videos but the goal is to put all 4 scenes somehow into one scene. Still playing with this.
Mechanics: Adding properties is finished. We’ve learned that our main mechanics have some tweaks to do. We’ll see how much of this we can accomplish. And now...onto the interview!
Thoughts on UX & UI - An Interview with UX/UI Designer Kent
Kiira: Do you remember your first VR experience and what the UX and UI were for that?
Kent: An Oculus Tuscany Demo. It used a game pad to move around, which people quickly relaized made people nauseous. It was before teleporting existed. We’ve come a long ways since then.
The UI was like a floating frame - which was basically for debugging and you walked around this mansion in tuscany. It was beautiful. The immersion was on a level that I’d never experienced before. I t was so mind blowing feeling like you were there; a true sense of presence in the Italian countryside.
Kiira: UX vs. UI what’s the difference in VR? Is there a difference?
Kent: Yeah, it’s an even bigger difference. The User Experience in VR is much broader than what you would imagine UX in web design. When you think about User Experience in VR you can control elements of the experience that you can’t control in web. [In VR] you can control the weather, sound, ambient, the environment...you really control the experience, a sensory experience.
UI is the interface, the buttons you press, menus you see. In VR there’s a blurring of the line… What would traditionally be UX - context, weather, they can actually become UI.
Kiira: What do you want to see more of and what do you want to see less of?
Kent: Less scroll bars and sliders and 2D user interface stuff. I want to see much more creative use of the environment as an expression of functionality within the experience. This medium allows us to do new things in a completely unique way, stop borrowing from the past and start inventing the future.
Kiira: In our game, if you can pick just one thing, what aspect are you most excited to see the player interact with?
Kent: Picking up the buildings and throwing them. I think that we’ve spent a lot of time on that, on getting that experience to feel right. In our testing the mechanic is really engaging. It makes you feel like you have super powers. I’m really excited to seeing how people react to being given a magical ability; when they do the impossible. It helps people dream. Helps you think about what is possible...in reality.
08-27-2017 07:53 PM
Decided to go to NYC for the week to work with my friend and world
class trainer Adrian Woodard. However, his camp was in Bergan County,
NJ. While there we also had great meetings for Courtside Xperience.
At the camp we were also able to demo BTE Math with 20 middle school,
student-athletes. It was great to learning and practice going on at the
same time. We are really excited to continue developing our math
program.
One of the experiences I had was a meeting with the East Coast Brand
Manager for Jordan Brand, Chad. I also was in constant communication
with the founder of the Sports Tech Community organization called
Starters, Troy. I hung out with other individuals in tech as well like
my boys from Genius and Spotify.
Then, I went to the only Nike basketball facility in the east coast.
There were multiple NBA players and athletes that came to the facility.
It was a great time as I was there for most of the day Wednesday.
On Friday I
was able to get the gym to myself for a while as I did some filming for
CX’s BTE Beat the Expert. Everything seems to be coming together.
I have also been taking care of solidifying advisors for our company in preparation to raise capital.
This is one of the best times of our lives despite it being a burden financially. We truly love what we are doing! Stay tuned!
08-27-2017 07:59 PM
08-27-2017 08:35 PM
08-27-2017 09:16 PM
Weekly Blog Post Aug 27 - Zodiac Circus
After a little setback this week I focused on mechanics, interactivity, and optimizing. Hoping to submit a test build tomorrow.
I am very excited about the theme music. Composer Steve Sandberg developed something awesome. Can’t wait for you to hear it.
Although the apk size so far is under 100Mgs my concern is that the draw calls are still very high. So I continue to optimize. The modeling has come to end. I am only adding basic animation to objects already included.
Learning and watching tutorials about preloaders, scene transitions, types of interactivity, optimization etc. There is so much to learn but I feel like I haven't been able to take the time to properly educate myself. After Sept 10 I plan to revisit tutorials, which I have kept a list of and learn, learn learn.
Goals this week -