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Week 10 : Oculus Launch Pad 2018 - Due Sep 10 @ 11am PST

Anonymous
Not applicable
Remember there was no required blogpost in Week #9. Hope you enjoyed the break! Let us know what you've been up to
60 REPLIES 60

Anonymous
Not applicable
This week is a tedious process of prepping my AIML (artificial intelligence markup language) files for integration into our Unity project.  I'm wearing the smart gloves because this is seriously tedious long hours of work but worth it because it brings in more than 60k of custom responses from my Onkwehonwehneha AI project so they can be viewed in the VR UI.  
Some of the prep work on each aiml file requires:
Validating each file in a hex editor.
Validating each file has been converted over to UTF-8 
Customizing the bot asset to support the spelling and characters for Kanienkeha Language dialects
Editing and updating each file for today's relevant responses re: trends, interests, target audience and project goals / mission.
I might add a few new files to help support this project's goals, mission and new target audience re: Oculus Go and Oculus Rift.
I also put a call out for Contract Graphic Designers to create a 2D and 3D Logo for this project with intention for the same graphic designer to also create the visuals to match the storyline / narration for this project after the prototype submission / winner results are announced.  For now, I will continue using what I can find in the Unity Asset Store and other free or cheap asset resources.
I'm working as fast as possible to get this presentable so I can fit everything into my schedule with all the projects and travel I'm juggling.  
Here's a screenshot of the most interesting aiml files I mentioned:
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Here's a screenshot of my Unity Project where I am working on the bot responses.  

1. I prep a small batch of aiml files.
2. Run the scene on my dev pc in Game View (to load the new aiml responses).
3. Stop the game view.
4. Build & Run to Oculus Go device.
5. Test the UI to see how it's responding - is it responding with proper Kanienkeha language to my English language input?  If not, go back to prepping steps for the aiml files and repeat all above until I get the responses I am expecting.


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shashkes
Protege
We are getting closer to submission and hope to submit early next week so we can get feedback before final submission.
Updates and changes:
  • We've created a login screen for 2 test users for the demo, these users can send each other movements through the server.  we used a c# singleton design pattern to carry the user name and friend name throughout the experience.
  • We decided it would be cool to use the mirror to navigate through!
  • We added name tags
    on the playback so you can see your friends name (or yours if you recorded the movement)
  • We added cute animal sounds for feedback when you choose your avatar. 
    Take a look at a video to see how these things look and sound 🙂




marmishurenko
Protege
Hello! This is Maria Mishurenko and Gordey Chernyy with Bizarre Barber project.
This week, school began! I am a 2nd year game design student at NYU and I decided to make my OLP project my thesis project as well. I will have all the support of our amazing professors and all the NYU resources to work on the game! That means, my development budget can be SIGNIFICANTLY smaller than I thought (can get mocap, tech help, voice overs, music and gear for free). 
I decided to work alone on the thesis with external collaborators, one of them being Gordey. Thanks to our department liberal policies, he is allowed at all thesis sessions I will have. I will also have an internal advisor from NYU (I think to choose Eric Zimmerman, he is very famous game design scholar, practitioner and overall wonderful and caring person ). This week, I also found and external advisor, inspiring industry figure outside of NYU. I can't say who he is yet, but I am beyond excited to have him as an advisor. He is VR living legend!
Project-wise we have been working on pitch and proposal and also added FFT audiovisualizer to the speakers on the score board and modeled front of the trains. I added one more character and we had useful suggestions from NYU game design department chair Frank Lantz on how to get rid of small design flaws in the game. I don't know if we'll have enough time to have it by the submission deadline, but we already started to experiment with it anyway.
ow3ulqh0wne7.png


belmorea
Explorer

Week 10 (no post in week 9!): Based on the feedback we received, our new artist’s availability (+ his opinions of the demo’s gameplay) and some troubleshooting issues that have persisted for some time now, we made some key changes to the expected deliverable for Oct 7. Originally, we expected to focus on developing the core back end technology at the expense of aesthetics, but we have opted to limit the scope of the technical build and add in more aesthetic and design features that will give allow the demo to have a better feel for the proposed game.

 

The new demo plan has three major changes:

1) the demo will be compatible only with Android cell phones (via an Android app) on the mobile end,

2) it will only function on local networks -- remote gameplay will be built in the final version, and,

3) we will incorporate at least one of the critical game design features into the demo’s art assets.

 

This week, we plan on standing up the Android app in Unity and working with the artist on identifying, concepting and building the most appropriate game design feature to build into the demo.

nicole_babos
Protege
Blog Post # 10 

After the midpoint check-in feedback, I was feeling like the
reviewer didn’t understand my project. This project is very personal to me and
it’s about my experience with grief and the memories I have. The reviewer said
they wanted to see the perspective from the dying father. That would be
impossible for me. The first sentence in the project description explains that
the narrative is from the point of view of the survivor (ie. the daughter’s
experience). To suggest that a man’s perspective is required to flesh out the
project is counter to the project and out of scope.  Needless to say, this frustrated me.




I did finish texturing the father and daughter for the
basement scene memories. Additionally, they are fully animated, and the user
can watch the memories play with voice over narration. The prototype is fully
functional and can be experienced from start to hospital to first completed
memory (basement scene). There are some things I want to finish to make the
prototype seem more polished and that’s what I’ll be focusing on in the
upcoming weeks. 


fv3miqokdgoi.jpg


Nicole
www.fancybirdstudios.com

nirnetser
Protege

WE DID IT!

On Thursday the 30th we filmed the prototype. It was a busy busy day we prepared for 2 weeks in advance. From running around all around town to collect the props to flash out dialogue with Azra and Brandon at 1 AM the night before the shoot.


We had a lot to do, but the system worked out perfectly. We arrived to the villa at 10am and had the day to film all of our 17 settings and the 360 marketing video for of the villa for the real estate company. (They agreed to let us film there if we will produce a 360 video marketing for them).


The team was on point. Cherryl (OPL17) took care of all the line producing, schedules and producing stuff. Azra worked with the actors on dialogue and flow while I was filming another set. Morgan worked with me as the DP. Brandon set up the crime scene and other set pieces as we were filming, and Victoria was responsible to grab the security camera footage, which we will use as pieces of evidence. I had my hands in all the parts and also acted as one of the suspects. We had 7 actors, 8 extras, 6 crew and we were all wearing multiple hats.


The plan was this:

We split the extras to 2 waves, morning and evening. Because we had to consider the location of the sun in the relations to the house. It's very easy to overexpose a 360 shot. It's important to have a balanced light all around. For example, if we were to film the conviction in the living room first, where there are big windows, all we will see out of the window is bleach white and it will make the footage grainy all around. The magic is to know where the sun is located and to keep the light balanced all around. So we wanted to open with the morning extras filming the opening and the crime scene, then move to film the personal interviews with the suspects inside the rooms, while the sun is too strong to film in the big halls of the house. After 5pm, when the light indoors and out is balanced, we will film the 3 main scenes. These are the collective scenes, with all the actors in it. Which are - Collecting all the suspects for the first time, Mid-Point check in with the detective and the conviction. All of those takes place in the living room.


For the camera, I tried a new technic. The Aggy robot (a remote control operated moving tripod) was not available, so I had to come up with a new way to create motion. In my films, the camera is moving as much as possible. That’s where the magic is. 

We ended up renting a low manual wheelchair and connected the Fusion to a helmet on a high stick. One problem we meet with the Aggy is that the operator has to rely on live video feedback to drive it while hiding. It’s a lot to deal with and we have 17 scenes (and the video for the realtors…) in one day. With the new technic, the camera operator doesn’t need to hide or relay on video feedback to know where he is driving the camera- because it’s on his head 😄 . Morgan is my man when it comes to GoPro gadgets. He built an arm to keep the Fusion away from the helmet, so it will be easier to mask out the bottom in post. And since the wheelchair is low, we were able to have enough distance to position the camera at eye level and keep a realistic POV. Also, the Fusion's automatic stabilization is AMAZING! I thought about using the Kandao for the shoot because the coloring should be better and 8K, but honestly, we didn't have time for it. It took me 2 weeks to stabilize a Kandao moving footage for another project. I used MochaVR and the rendering is great, but realistically it takes about 3 days to process 1 min. Also, I would not be able to mount the Kandao to the helmet as we did, because it’s too heavy.


Acting-

We did a great job casting. Everyone was on point. We worked with improv base acting. Meaning no one had to memorize a script. We told the actors what will be the flow of the situations and what are the important beats they’ve got to hit. Then, we just rehearsed it a few times, and film. Every personal interview with the suspect had about 1 min to conduct. Some of them had secondary options to choose from. It was important to remember to collect all the little pieces of video we need. We all checked the shot list for settings and props multiple times, so we were prepared for the day. We all remembered the flowchart script by heart by the time we got to the day of production. 


Azra practiced with the actors before me and the detective would come to film. In scenes I was acting in Morgan drove the wheelchair. It worked out great.

I also want to mention that I was so glad Michael Henry was with us. Although he is quiet of an established Youtuber, he came in for the $150 a day I had to pay and collaborated with great fun and ease.

The detective was in every shot. She was leading us thru the experience as we are her detective partner. At times, she would talk to the camera, asking us to make choices.


The Landlord-  

At 5 pm, right as the 2nd wave of extras arrived, the landlord showed up. A representative from the real estate company was with us there the whole day, but she just left 30 min prior. Apparently, the realtor was not completely honest with the landlord regarding what we are doing in the house. He came in to see his Beverly Hills mention covered in crime scene tape and was very confused. I told him about the exchange deal we are having with the realtor, but he knew nothing about it. I told him that their representative should be back any moment, so he proceed to walk outside and stand right in front of the gate. Waiting for the realtor to come back. Not knowing if we will get kicked out, I had to RUSH EVERYTHING! So we remain cool and pierced through it. Cherryl welcomed every extra that came in with a quick hello and put him in police uniforms right away. What we planned to film in 2 hours took us 30 min.


In the end, the realtor came by with his big boss. They explained to the landlord the whole thing and luckily it all turned out okay. By the time the realtors came back inside to tell us that we can keep on filming, we were already done.


To summarize, I am feeling so glad everything worked out so well. Now, when the big challenge is behind us, I am much more relaxed. I think we achieved a lot for the time and budget we had.


Next week I need to process all the post for the realtor’s video first. Then I will proceed to process our footage. I have a lot of work ahead of me, but I have the time. I am also planning to upload tutorials of my post process as I go.


Please enjoy our behind the scene photos.
Till next week(:
Nir




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SkyeShark
Explorer
I'm back from my vacation with a bunch of photo material to give to my photogrammetry lead! I'm dealing with a pretty bad flu right now, however. A bunch of progress has been made whilst I was away on gameplay implementation. My unreal developer has put in the belt inventory system for picking up player items and having them attached to the player around the waist area. We've also got the adaptive terrain shader implemented. I don't have any new screenshots to show this week but upcoming weeks should have a bunch of new content 🙂 !

Anonymous
Not applicable

Brain responsive graphic art: Part 2

In Week 5 we began building brain responsive graphic art into our VRE. The graphic art is a representation of neurons that become more “active” when the users are focused. It turns out that it took several iterations between our graphic artists, our chief technologist, and myself to get it to look just right. The good news is that we’re almost there… and it’s stunning!

The process of communicating with our graphic artists taught me something important about creating VR content: precise communication and a willingness to iterate are key. As the lead neuroscientist on the team, I’m learning how to better speak the language of both technologists and artists in order to translate abstract ideas into concrete illustrations. It’s been quite an adventure, and there’s a lot more to learn, but I’m certain that learning to think and “speak” in various creative languages will be a major asset to our team.

Anonymous
Not applicable

Week 10: VR Sea Legs

phto1padtufg.jpg

Content Unlocked: Bonus Level: MiniWorld

This week we’ve unlocked the MiniWorld! This is a bonus level designed to round out the player’s movement experiences. It’s fun to be tiny, but movement is difficult. This level will use Throw Teleport help the user move vast distances - from a bug’s perspective, that is.

Production Status

I finished up the audio edits and processing from our Inventor recordings. I also wrote and implemented an atmospheric piece for the Conversation area. We’ve added even more detail in the Seaside Town. Cordelia (our Level Designer and Art Lead) said she was having too much fun with shaders. You may notice a few.

9h3pa18yxue2.jpgDefinitely too much fun with shaders

There is much more to tell, so instead of writing about it… how about a short video instead?




Seaside town

Marketing: This week we purchased two 9’ x 15’ green screens, a couple of awesome lights. Chris, our lead Developer and I set up a Mixed Reality recording studio. Much time was spent calibrating…

hsoknfc2bspq.png… and calibrating….

tdgo4eiqzlqm.png…and calibrating some more…

Which is to say… videos: Coming soon!