
08-02-2017 12:47 AM
08-06-2017 04:15 PM
08-06-2017 05:11 PM
08-06-2017 05:37 PM
This week we focused on finalizing and fine-tuning gameplay
scripts. We tested deployment to the Gear VR and using the VR remote. We improved
several of the gameplay scripts to increase performance and maintain a solid
framerate. We also polished some game assets with improved shaders and built
out the functionality for our Start Screen/Hub.
Me testing the game in the headset.
We also worked on improving the user experience through the
reticle. We created assets for our reticle to be responsive to the type of
action taken when interacting with an object. We are hoping our reticles help
guide the players’ actions in a non-verbal way.
The game was really lacking audio feedback, so I found
several sound clips for our train from www.soundbible.com
and purchased a few clips from www.audiojungle.com.
Satisfied with what I found, we implemented those sounds, really improving the
feedback and feeling of the game. There were still a few sounds we needed, so I
recorded some sound clips using my Yeti mic. This was fun and new for me. My
cats were really intrigued when I made recordings and kept trying to meow into
the mic.
Now that we’re confident in the gameplay loop, we’re focused
on polishing our assets. The biggest feedback suggestion from Oculus was to
focus on the asset quality, so we are going to spend next week enhancing our art
assets.
08-06-2017 05:41 PM
From DevGAMM:
localizations boost sales & visibility / discovery (which is a big issue for current game developers)
What I learn from Casual Connect:
From Things to learn from Raw Data:
know target audience (hard core players, expressive, or creative).
Community management. Target VR enthusiast, engage them. Know where to reach the community based on audience (pc gamers use reddit). Do content marketing - for example create graphic novel about in- game content for Comic Con. Run Freaky Friday event where VR devs from different companies try each other's products, share the result with the community.
Identify the influencers. Give keys at pre-alpha to streamers or influential VR enthusiasts
Key relationship. Build & maintain relationships with platform companies, like Oculus, HTC, Microsoft, etc. Look for opportunities to get featured in the platform store.
Analytic - use data to find information
Launch. Use appropriate information to present at conferences & events. For example, highlight technical talk for GDC, while talking more about contents and features at E3.
Demo & arcade. Give public opportunity to try the product.
Optimizations - happen early & often; level of detail art assets need to be tested in VR; sound location matters (ex, for a gun, the cocking sound, bullet, shooting sfx need to be separated)
Breaking rules- let user have control of the head; if dev need to add feature, make sure it enhances the experience, not making user uncomfortable.
make no assumptions
VR / AR needs a lot more testing than games
Need testing using all elements (textured 3d assets, effects, lighting, audio) instead of just greyboxing/ temp assets
understand what works
expect delays, need more iteration in VR than games
expect technical challenges, especially if managing multiple platforms
expect process challenges. It' s even more difficult when working with remote team members
When designing interactions, consider different skill levels. Consider user position. There’s a reason stand up meetings are super short. Consider players daily activities. People who work long hours standing might not want to go home & play standing up.
UI - text is hard to read
Locomotion - still the hardest problem in VR
Budgeting - add 100% to budget compared to game dev due to delays, not including hardware. Always add extra time.
Stylized art asset can affect a lot in VR. Can’t rely on existing video game assets; they will need to be optimized for VR
Challenges: user comfort & fatigue. Unlike video games, it's hard to play game in VR when we are not feeling well. VR can be isolating than shared experience. Locomotion & motion sickness are still big issues
VR is not casual, nor it's like everything else (mobile game, PC games, etc)
Don't coast on novelty. People are no longer shocked. They want more experience.
08-06-2017 05:56 PM
08-06-2017 06:23 PM
08-06-2017 06:29 PM
Neil D. Short
Project Title: Achilles Heel
Type: 360 Video Series
Genre: Sci-Fi Sitcom
OLP17
- Blog 7
Like
many other OLPers I was traveling this week to the mountains of Idyllwild,
California and a day in L.A. to attend the screening of a film I helped produce in the L.A. Shorts Film Festival. I mostly did remote work via email and Google Hangouts with my production
designer and concept artist.
I
received feedback on my proposal this week and it was good to get questions now
that I can address while still in this development stage. One of the big
hurdles for the demo is the cost to hire the actors I will want and to build a
physical set. With this in mind, and the feedback I received I have decided to
use concept art to create a virtual version of the set in 360 and shoot a few
scenes with temporary actors on green screen and composite them in. This will
hopefully be a way that is “cost/time friendly to deliver the concept clearly”.
It is risky, since I want to use practical sets, but not having the time and
money at this point, I feel this is my best option.
We
have a good floor plan for the main room the series will take place in and my
production designer is creating it in Sketch Up to hand over to the concept
artist to flesh out the look.
Another
question in the proposal feedback was regarding interactivity and how to
provide the viewer with a feeling of inclusivity (agency). My initial plan was
to have the experience mostly passive, but considering the feedback I’ve
decided to add an element of interactivity.
The
viewer’s role is observer through a journalist’s camera placed in the center of
the room. The action takes place around the room in various places and my
initial thought was to block the actors in such a way that they move closer and
further away from the camera based on if they are to be part of the immediate
“scene” or conversation. I’ve decided to add strategically placed 180-degree
ship cameras, built into the wall like security cameras, that are accessed by
the ship’s computer. As characters move away from the 360-camera, I want to
give the viewer the ability to use gaze selection to choose a ship camera near
the characters to spy on their conversation. By doing this, the viewer will
have knowledge of information revealed to one or two characters that is not
shared with the whole group, which can change the perspective of a
conversation. For example, if Drew says something off topic and silly, and his
younger supervisor Samantha tells him to “shut up and go find something to
clean” and he immediately complies, it may seem like he is just following the
orders of his boss. Now, if we jump to a ship camera and listen in on Drew as
he explains to Taylor that the only reason he has a job is because Samantha
tolerates and protects him from their superiors, then the viewer will have a
different context to future exchanges between these characters. At the same
time, if the viewer does not switch camera views they don’t loose out on the
story, they just don’t have as full an experience as is possible.
Next
week’s focus will be on camera tests Unity integration. I’ve been learning on
my own, but like so many others doing 360Film the learning curve vs. time vs.
to-do list is proving to be a challenge. I’m going to reach out and see if I
can find a Unity developer to join the team.
08-06-2017 07:08 PM
08-06-2017 07:31 PM
Another short one
this week as I was out a bit in the start of the week…
I took a step back
from a lot of the conversation detail this week and focused on working with my
team on the atmosphere. It's really important that this scenario feel grounded
in reality. If this comes across as comic-booky or arcade-y, a lot of the point
is missed.
The character
(customer/ guest) is now looking really good. We got a great hair sim in there
(using cloth, not hair, but it works!) and played around a lot with shaders to
really give her skin and clothes a polished look.
The environment is
near complete. It's close enough to start playing with the lighting aspects.
Lighting is always tricky in VR. Too many dynamic lights gives some huge
performance problems. Too few lights leaves your scene unappealing. And baked
lighting can take a long time. The goal is to use all dynamic lights, but
sparingly. We'll bake it when we're happy with the result of the dynamic
lights. Luckily, our NPC isn't going to move much, so we don't have too much of
a concern about shadows, etc.
As for the
conversation, I've played around with that some, but honestly just didn't have
the time to do as much there as I wanted to this week.
Sneak peek!:
08-06-2017 07:47 PM