08-02-2017 12:47 AM
08-06-2017 01:28 PM
08-06-2017 01:41 PM
More building in Unity, testing in Gear, and running video compression tests. I am still having issues with encoded
Also, a lot of trial and error with mapping video textures onto meshes and seeing what I can get away with in terms of performance. I was excited to be able to use some Tiltbrush meshes.
On the workflow side, I do wish that there was a way to view the unity project more directly in Gear without having to plug in and out all of the time. I was going to try to publish over wifi, but due to my lack of
Been a busy week, but still making progress. Enjoyed the “Friday Office Hours” from my perch on a mountain in Eastern Ky (family reunion).
Have a great week!
08-06-2017 02:20 PM
08-06-2017 02:26 PM
08-06-2017 03:08 PM
08-06-2017 03:21 PM
08-06-2017 03:27 PM
Double Eye Blog - Week 7 -Mechanics, Mechanics, Mechanics!
We have about four main technical requirements in this game. From my filmmaker point of view, I break them down into how I see them as two primary mechanics and then two effects on the system.
The first is the mechanic of destruction. We’ve had two approaches for this. Hammering down to level a building, or tossing it in the air. Since the narrative is key to me I like the metaphor of “tossing” a building a way -- that basic idea of tossing its history, a business or its people away. We’ve accomplished this first mechanic this week and it has some nice physical properties.
We’re currently working on the second main mechanic of construction -- adding a property, whether a residency or an amenity. This mechanic gets tricky because not only does it involve Logic but also it brings the next three aspects to the forefront: a) What are the effects on the systems each time a new building is added? b) How does the player add a building? c) Where do they select it from? I’ve played with lots of ideas with my UX designer and we want to keep this playful. I love using scale in VR so at the moment we are trying to find ways to make the buildings small and grow them to human scale. Our goal is to master this component by early Week 8.
The two effects on the system are harder. One affects population count. I’m not sure how we’re going to do this technically and I’m hoping our Tech Advisor can help us figure this out. The idea is that every time you add a building into the system, it affects the population.
The other main system is what I originally called the “Happiness Meter.” For example, if you construct many apartments but you don’t add in a bar or a grocery store, your residents don’t have places to get food or a way to enrich their social lives. Since “happiness” is really subjective, we’ve re-named this “Quality of Life.”
Updates on UI: I am hoping we can get through the second main mechanic and connect the UI in a fun way. Since this game deals with such a serious topic I’m always looking for elements that feel like “play.” Once we get through this mechanic then I am hoping we can begin to cover the effects on the systems.
Updates on the Art: We’re working on the 3D modeling. We’ve tried 3D Max modeling from scratch. The first building Cecile has done has nice depth but the windows have a scooped-out gradient effect that doesn’t seem right. Cecile is also trying some techniques with the texturing to achieve that classic, Brooklyn red-brick color (see below). This coming week we’ll try a new approach working off of the concept art as a kind of blueprint.
Updates on the 360 docu-stories: I am continuing to film in Gowanus and to gather stories. I’ve had to cast my net a little wider in Gowanus beyond the main area of focus to capture more stories. I’ve now spoken to an entrepreneurial Moving Man of sorts. He transports residents and furniture in his van to their apartments. He loved pointing out the changes in the skyline. I’ll have to stitch to see what footage is usable. I’m still trying to access a certain location for a shot I’d love. Let’s see if my new friends in Brooklyn can help me make it happen!
08-06-2017 03:30 PM
It’s the end of Week 7 and here is where I am at in the development of my first VR experience, Capoeira World VR. If you missed previous posts, I’ve been blogging weekly about my VR journey into the Oculus Launch Pad and you can find all posts on my Medium page. I’ve also been vlogging weekly and the videos are all on a dedicated YouTube playlist.
This week I have been doing more stitching and I now have a lot of 360-degree video footage to review. I got to review some of it in a VR headset and that’s quite an exciting experience! The first clip I chose to watch in my Samsung Gear VR was one of a fast-paced roda from the UCA-Berkeley batizado. Everything looks quite big in a VR headset and that makes for some quite impressing action scene in VR! I took a screen capture to show you, but unfortunately, this does not do justice to the real experience, mainly because: a) there is not sound and b) the only way to experience VR is in VR — a 2D screen capture just won’t do it.
Speaking of post-production… I installed Adobe Premiere Pro CC and have started learning how to use it. It’s a steep learning curve, as I had been using basic video editing software so far (Windowns Movie Maker! Yes, that’s right). There are tons of free tutorials on the Adobe website, I started with those. I even edited my first video with the new tool, it’s the above video of the VR screen capture. I’m starting with ‘flatty’ (2D) videos so that I’m more comfortable with the tool when I get to edit my 360 footage.
I have heard that the Mettle SkyBox plugins for Adobe Premiere Pro were really useful tools to edit 360 VR content.
https://twitter.com/aVRjourney/status/878039441096495104
Now that Mettle’s SkyBox has been acquired by Adobe, the plugins are made available for free to Adobe Creative Cloud paid subscribers. I emailed them to request my access, I hope to get it next week. Another tool to learn!
I’m always trying to brush up my skills and in that spirit I have found this free online course on Udemy: Cinematic VR Crash Course — Produce Virtual Reality Films. The purpose of this course is to “Learn How to Produce 360° (3D) Video Content Like the Pros and Become a Virtual Reality Expert”. I’ve only covered the Introduction and Pre-Production sections so far and I hope to find more good pointers in the subsequent sections.
Next week, my focus will be on getting better at using Adobe Premiere Pro CC. I also need to create the interactive part of the app in Unity. I have been delaying this activity for a while, I think it’s time to make it a priority!
08-06-2017 03:41 PM
08-06-2017 03:46 PM
This weeks blog post is to share the logo design for Beat The Expert
Virtual Trainer. These logo’s appear in the menu of the VR app and allow
players to look around and select from various playing modes.
BTE Virtual Trainer has 5 different game modes: Dribble Instruction,
Rapid Trainer, Math Dribble, Dribble Arcade, and Bench Dribble.
In the next couple of weeks, we will explain what each game mode is and post screen shots of what the game looks like.
Overall, we are happy with the design of the app, so far.
We bagan a lite bata test of the app with some student athletes and
they said that they enjoyed the experience and that if available, they
would use the app regularly.
This week we will continue to bata test and make improvements based on the feedback we receive from the student athletes.
peace.