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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

Kaelfel
Explorer
August 18-24

I wanted to create and design everything in low poly, because it's not comfortable when everything run slows in virtual reality, and it may cause nausea. I currently modeled the geometry for the both the dome and the tunnel.

In addition I place markers to where certain interaction and split all the mechanics so that the player can slowly learn all the actions, than being overwhelm.

Finally most of this week I spent my time creating the "textures" of the tunnel through Mudbox, and setting up the UV in Maya. It's a bit more time consuming than I originally planned, but I'll find an alternative way to streamline the process.

stepha_
Explorer

Project Name: “Echo in Color”


This past week I continued working on the last of my core environments: the cave!  I found some great tutorials online for a sense of how to approach making elements of this scene and the different styles.  I worked through one of them and am adapting it to more closely match both the style and colors I’m going for (still a work in progress).  I also am working to incorporate sound effects and music into this scene too as I go along.  Unfortunately had some technical issues with my main dev machine crop up recently so planning on resolving that, then finishing the remaining cave work this coming week.


doubleeye
Protege
These past two weeks have been interesting moment. Anytime a pivot happens I believe it can cause a lot of energy to propel a project forward; or the project needs to find its feet again. Here I am balancing two projects that mean a lot to me and pivoting to the one that will suit the needs better for the platform.

In METROPOLES it is important that the players are able to speak to each other to solve the challenge. The entire experience is built around co-decision making. We are still stuck with the audio communication, a plug in we are using called Dissonance has given us some trouble.

However, we have made progress tweaking the hat on the avatar which will give the player a better sense of view of the world they are in!

jordan_jonesbre
Explorer

These past few weeks (as well as the remaining weeks) have been strict production weeks. Now all narrative and scripts are only being edited if we find that through playtesting the VO that followed it did not fit the scene well. The level for our demo has gone through some changes in order to match our scope for the project. Originally we had a lobby area that would lead into the main level of our demo, but have ultimately found it unnecessary and out of scope for the purpose of a demo, and decided it would be more appropriate for when preparing for a full release.


This week has 2 formal playtests scheduled, and we will be doing minor fixes and updates to the build as needed based on the feedback from that. I’m expecting a drastic increase in the production of the 3d models in the coming weeks, and will be excited to show what we have been working on!


Anonymous
Not applicable
Week 10 

This past week is probably the longest week EVER for the HUMANO team.
We are 90% there!! Sound and optimization is being worked on everyday. 

Adam Parsons and his team are planning on visiting Baltimore at the end of this week and we are having a DepthKit shoot at the JHU Volumetric Capture Studio. 

We are also reworking on our project proposal and finalizing the budget, so that we can give the Oculus team the best HUMANO package! 

🙂 

 

VRdevCat
Explorer
Katherine Mimnaugh 
@VRdevCat 
Katiemimnaugh@gmail.com

Projects: #Murder with Nir Netzer and facadeVR with Jasmine Roberts 

Updates: Still adjusting to my new life in Holland. I've been here for 3 weeks now, but there's still a bit to do before I'll feel settled and oriented. For now, it's learning how to do simple things and just trying to relax and enjoy this blessing. 

I'm really excited about both of my projects. Jasmine is wicked smart and took a very thorough approach to developing facadeVR. She interviewed new VR players and used the feedback to improve the mechanics for keeping users entertained and engaged, which has really paid off. All the promotional materials have been developed and I'm excited to get this project out there to the world. 

Nir worked very hard in coming up with a script, getting a location and actors, planning and then filming all of the scenes for the demo. I'm incredibly impressed with how it turned out and that he did all the filming in one day! The set was amazing, and it was an incredible experience to see an idea that Nir and I brainstormed together become a physical human being, creepy props included. I'm very proud that I could contribute and impressed at how Nir made it all materialize. 

Well, its time for dinner here (9 hours ahead of PST) so I'm gonna run. Catch you next week! Tot ziens!

asierarranz
Protege
Hello all!

This week we have been finishing the occlusion script that allows us to draw an infinite amount of objects procedurally in Oculus Go while keeping the framerate very high (over 60fps).

The trick is, when we are drawing in the fog, we are only interested in the objects that are about to appear into the fog area, so we check almost each frame the distance to the closest ones to that line. We are also cheking others, but much more slowly, like each second, each 10-20 frames, etc.

Basically is something similar to:
(distance_from_camera_to_object-fogline)² = time_to_check_if_the_object_needs_to_be_drawn

This allows us to move in a vast forest without any errors, lags or trees appearing suddenly (that happens with the Unity default Occlusion Culling).

https://youtu.be/i7JcBPrOPB8

We are also composing some soundtracks and sound effects and deciding what could be the OST of the game.

Very excited for the next weeks, working full time on this!

See you next week!

- Asier


drue_kataoka
Explorer

I
am in Singapore for a few days this week where I was invited to exhibit one of
my VR artworks and speak about the intersection of art and technology.    So hello from Singapore.   But this post will be brief as it is 1am
here and I just traveled 20 hours.



This
past week -- made a lot of progress working specifically on one of the artworks
that is in my OLP experience.   I was
pleased with the “magical” effects I was able to enable and refine including
liquid orbs that capture the surrounding environment in their reflections.  Based on various interactions from the user,
the artwork will respond in different ways.  
Also integrated various new sound triggers.  I learned many more nuances of VRTK and am
excited to unleash my learnings further.



 Also
struggled against some performance issues – and fixed some.  However I want to continue to learn more
about performance and hope there are some good sessions at OC5.   Really want to smooth out all performance issues
in time for submission. 



Ebony
and team --it would be great if we had one of our Friday sessions on performance
issues too!  Thanks so much.



 

mauehara
Protege

Excited to be moving forward
with our build for OASIS. After two-plus weeks of failed build attempts (and
frustration) for the Go, we found success and were able to run a build. Now
we’re a go, go, go! Huge THANK YOU to the Launch Pad team and to Moni Garr for helping us
through the process. With limited dev resources, we're happy to push through the fog and make some progress. We spent the time playing catch up, adding art, game mechanics,
interactions, and iterating to refine the experience. This week we’ll continue
this process, specifically add new interactions for testing, and add sound and music, and aim to catch up to our previous timeline.



We’ve also been reviewing and
addressing the feedback generated from mid program check-in. Perfect timing and
helped us understand how to better communicate our concept. This week, we’re
taking some of the feedback to fuel our development and marketing.






JamesRL
Explorer
Week 10 OLP Dev Video Blog post
Oculus ID:  JamesRL
Email:  TechJL47@gmail.com
We have a new song for Smoke & Mirrors VR that was developed by Niko and Lexi!  
Listen to it here:  https://soundcloud.com/eekanderson/lexi-magic-song-with-chops-and-bass/s-zhxHF
We fixed a lot of bugs but still have some to go.  Added some magic finally too!

More to come!
James Laudermilk