09-05-2018 08:47 AM
09-10-2018 10:55 AM
09-10-2018 10:56 AM
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.
09-10-2018 10:57 AM
09-10-2018 10:59 AM
09-10-2018 11:38 AM
09-10-2018 12:01 PM
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.
09-10-2018 12:24 PM
09-10-2018 09:36 PM
09-10-2018 09:50 PM
09-10-2018 10:43 PM