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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

azra_isakovic
Protege
Hi!

These last couple of weeks have been super busy and fun! We shot #Murder and that was such a blast. Nir just knows how to curate the most wonderful people and create an easy going, inspiring environment while getting done what needs to be done. 

I also shot my project. My two subjects ended up being Karla Vasquez of Salvi Soul and Sabina Vajraca, a Bosnian refugee and film director based out of LA. I may only use one for the prototype or both. I haven't quite decided yet but it really depends on post. Jonathan Williams helped by being my DP. This week is El Salvadorian Independence Day so I will seek out a festival to shoot the festivities and crowds in order to capture some of the more scenic and visually stunning pieces. 

Here are some pics from the shoot so far...We went to an El Salvadorian restaurant and also to a Bosnian restaurant in LA....

"If I give you the crispy edges of my pupusa, that's love"- Karla 

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Atley
Protege

Title

Trying To Laugh At This


Thoughts on Graphics

Graphics are extra important to me for this project.  In VR, many players are overwhelmed by sensory information.  In Trying To Laugh At This, players progress by perceiving sensory information in a way that is different from real life.  Because of this, the information cannot look or feel like real life. Many VR tools attempt to mimic real life, I believe in an attempt to make navigating a cinematic “new world” intuitive to the player.  However, I am not trying to take the player “somewhere else.” Rather, I would like to use the medium to exercise the player’s perception of sense itself. Graphics are a great way to craft audio, mic, haptics, and movement data into a filtered experience.  


Graphical Dialogue

In Trying To Laugh At This, when the player enters a “Fear,” they will tell you a story about what they’re afraid of.

Concept Art of The Fear

The dialogue in the stories needs to be intelligible on a primal level, but not a logical one.  The player only needs to know who is speaking and the emotional tenor of what they’re saying. Rather than exploring facial animation, I made a screenspace shader to outline the amplitude of the speaker’s audioclip data (sampled, not vol).  Speakers write their amplitude to their alpha channel, which the screenspace shader reads as outline width. This supports audioclip and mic data.

Code: https://github.com/ATL3Y/AudioVisualizerTests

My prior, not so good outline tests can be seen here: https://github.com/ATL3Y/OutlineShader

Pushing the normals didn’t work for cubes.

Using two cameras felt like too much of an framerate hit.

Writing to the alpha channel was what I used.  Here, each cube uses its own instanced mat to achieve overlap.


Animating in Timeline

Depending on player actions, Trying To Laugh At This delivers narrative or gameplay.  I made a very simple animatic in timeline to explore how the game manager might shift from narrative animation,  which is driven by time passing, to gameplay, which is driven by player input.

This is just the narrative animation of a scene in a computer lab.  While coding on the computer, the player has an out of body experience.


Design

This week I will (finally) make a prototype in VR.  I will develop a few ways for the player to unlock a new sense by perceiving their current sense.  For example, haptics will unlock sight, and sight might unlock what / how you’re able to touch (impact) the game world.

CourtsideXperie
Protege
Rashad West 
CX Labs 
Week 10 blog 

Hey everyone, 

I hope you have had a productive week.  We submitted our first build into the Alpha app store so we plan to test it with some of our potential users to get there feedback on how we can make the experience better.  Our plans are still to focus on quality over features and make sure that we are able to make the best experience possible by our deadline.  

Looking forward to seeing some of your experiences.  We plan to share what we are doing soon but want to keep our head down and our eyes on the prize for now because we still need to fix some things because our experience is a mixture of CGI and 360 video.

As it stands right now here is what we have built.  We are creating an experience where you learn everything that encompasses basketball.  Within this experience we are creating a system that helps individual learn the game more analytically (our niche is starting with dribbling through a dribble tree).  Our system shows the difficulty of each move that you are doing.  This creates a game within the game and gets kids to have fun with the math. 

We hope to expand and show them more data science and analytics and get them excited about S..T.E.A.M within our math dribble and other parts of our app BTE academy.  

Courtside Xperience (CX) Labs is a studio that hopes to inspire the next generation through intimate and exclusive experiences within training and education.

parwad
Explorer
Week10

We are ready to shoot our 360 next week and on schedule. Nathalie has been of immense help in terms of choosing the right cameras and we are hoping to have an editing blitz with her once we lock-in the shoot.

Nervous, excited and still adding/dropping the team. Our developer backed out last week and we were stranded with little resources. Hoping this project would just be an exercise in making the final GO prototype. Staying strong and positive!

Thanks for reading!

Parul

therapyondemand
Explorer
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At Evolvr we are developing the main environment - natural sounds & SFX planning including our gross motor module planned to have- layered/rhythmic music with conga/marimba/etc. to fit a cave with glowing crystals game; in our
energy modulation zones- background music to match desired effect of each & in same key as binaural sound-emitting 3d element in each (ex. ambient IDM for 'focus', uplifting classical for 'mood-lift', nocturnes for 'sleep' ; chanting or drumming for meditation - for example.

Also, the driving narrative of Evolvr is forming around Emma's research and collaboration with the team.

Coproducer's Report from Emma, "I started looking into our characters and where they are from and started writing about our story line. Although I am not finish but this is a good start from my research on our species : It is in the 19th centuries that European writers after Indigenous and Ethiopian people discovered one of the most intriguing and powerful species in Ethiopia. The Ethiopian wolves, also called Theas which can be virtually seen has a flying species because of how high they can leap (faster then most species and are more efficient than if they were running). And that characteristic will help us engage our users in the experience. Being one of five Canis species present in Africa, detectable by its larger size, relatively longer legs, distinct reddish coat, and white markings. Although they have no desire to attack men kind, they have developed specialized hunters skills from their ancestors with no challenges in living abundantly until Interglacial periods made their apparition (what we know today as global warming). About 15 years ago according to literature, these environmental challenges have caused the species Afroalpine habitat to fragment, and consequently isolated Ethiopian wolf populations from each other. In our story line we will help our character go to the rescue of it's tribe...We want to reintegrate the character with it's long lost family and our hub is supporting it through the experience with grief and loss, as well as discovering itself again as the warrior that It ounce was through our healing hub. Why are they separated? Our user will help us protect our Ethiopian wolves by keeping them away from rabies (from dog) - and their idea is to keep them away from other species and offer protection and a re-adaptation program in which they re-learn to interact with their new environment our hub environment.


jesseayalajr
Explorer

This week I scheduled my demo conversations and identified locations for filming the conversations for the prototype submission. I also spent time reflecting on the feedback provided by the review committee and further explored how to reinforce the idea of “Why VR” in my project. This week unrelated to the OLP project I attended a bias training session to help me identify blind spots in projects. I spent a lot of time discussing with other people potential blind spots in the story and in how audiences will engage with the content. I am looking to work these bits of feedback and reflection into my project as it continues to evolve.


thatmiddlechild
Explorer
This week is filming! So excited to finish up with all the visuals and get lost into editing. Now with some musical direction I feel a lot stronger going into this final stretch. I've been overwhelmed balancing work and this project, but I think I finally have it in a rhythm. 

knocknak
Explorer
For this week I met with my mentor at Six Point Harness to review the cost of the project and pitched the concept and the story for it. 

Working with unity has been tricky so I'm currently researching about bringing a programmer to the project for guidance and help. 

Fleshed out the story elements to make the  story full. Currently working on adding other elements such as interactions and other sources of interactivity to make the experience fuller. 

Have a wonderful week everyone!

❤️ nak

ladykillmonger
Explorer
Luckily Katherine posted! 🙂 
Apologies for being late, I was extremely busy working on implementation. 

facadevr.com

Name: Jasmine Roberts, Katherine Mimnaugh, Kanu Jason Kanu
Project: facadeVR
Target: Oculus Go (and Santa Cruz)

Accomplishments
  • Website is up and running (and will be modified)
  • All assets are imported and functional
  • Basic demo should will be complete in a few days

I am thrilled that our team won the raffle and I will be contacting Niko within the next 36 hours. 

The midterm feedback was extremely invaluable and right after the feedback we made a spreadsheet of required roles to see project through to completion. 


This week for me was primarily giving the player a way to attack with only defending. 
Inspired by the combat in God of War Chains of Olympus, I felt that this reflection mechanic would be perfect for VR. 
https://youtu.be/_W_CqrFhZY0?t=23s
In my final mechanic for the Launch Pad Demo, I wanted to make a combat sequence that would utilize the satisficing effect of reflecting an attack, but only giving the player that reflection ability in combat.
Screen Shot 2018-09-10 at 85344 AMpng So what I did was add reflection cubes on the Go remote in the game.
Screen Shot 2018-09-10 at 85332 AMpng I attached three cubes to the remote, one each giving its own element to the reflection mechanic. The Closest cube away from the player reflects the slowest giving the enemy time to dodge the countered attack. The second cube is the middle ground the sort of sweet spot where reflecting would cause the attack to be reflected back to the enemy hurting the attacker with their own attack. The last cube, closest to the player reflects the attack the fastest, but the widens the player's risk getting hurt waiting to the last minute to reflect.
Right now I am testing this mechanic in VR and hope to get playtesters soon.

we are also adding the finishing touches to the forest scene and it is looking good!
https://youtu.be/hSIIF9d_Oy4