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Week 11 : Oculus Launch Pad 2018 - Due Sep 17 @ 11am PST

Anonymous
Not applicable
New Final Submission Date announced - October 7th at 11amPST. 
56 REPLIES 56

Anonymous
Not applicable

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Hello again Folks, 

This has been a productive week of development on my project BHX1619. 

Goals Completed 

  • Combined all scenes for play testing with dialog story pacing
  • Completed Mocap and character animation test (HUGE!)
  • Created UI and player progression design concepts
  • Created player hands
  • Play tested with dialog and story beats
  • Recorded sound FX(HUGE!)
  • Implemented final music for prototype (HUGE!) 


     Promo material of a key character from my experience  
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Goals for week 12

  • Refine character model and rig  
  • Play Test.Play Test. Play Test
  • Debug
  • Refine UI and player progression design
  • Refine core mechanics and puzzles
  • Recorded character
  • Sound editing 
 This week was another step forward into realizing my ultimate vision!   

Good luck on your projects beautiful people!

knocknak
Explorer
Hello everyone! Hope you all had a wonderful weekend!

This past week was about meeting with a programmer and discussING possibilities of using unity and quill to launch the project as a prototype.

It's a bit confusing to understand all the terms and and steps but I'm slowly learning! : - ) 

The project is received well by others and I hope to further finesse and get the project out in time!

Hope you all have a wonderful week and see you all soon!

❤️ nqk

erinjerri
Protege
This week will be short as we want to be able to get evaluated for prototype with working code from "paint" to 'story" sections (share will have to be later and on Go as we just want to validate ALL parts of the app work before deciding specific features for share (3D post, going on Facebook Live seem like the most likely solution, but since mobileAR isn't evaluated, ARKit and ARCore would come later since it's out of scope for current part of this program.

We're all about stripping down features and given my confusion about funding and of course, fighting scope creep, and making sure we have all the pieces we need for a successful app.

1) Team update
Philippine government events in SF and Philippines (3 separate events upon launch) 
We met up with the Philippine Consulates Consul General Henry Bensurto, Department of Trade and Industry (DTI) and Climate Change Commission (random introduction following our meeting as they are interested in VR and tech apps for climate change), DTI had set up pre-planning with many key stakeholders of the Philippine startup ecosystem to pre-plan events with other key industry leaders in Philippine tech for March (after our release) anticipating we move forward with launching everything on Rift for the program. I learned from Kristian there were Congressional bills that were passed supporting Baybayin and so our project becomes even more significant given that the official policies and bills recognize the preservation of culture and language that has been endangered for quite some time. They pre-planned a small event in March and hope for a larger one (even mentioned Ignite a larger conference) so we can demo for a larger audience, as well as a very first local Bay Area kick off event at the SF Philippine Consulate or Filipino Cultural Center (other FilAm news leaders recommended a larger venue for VR demos and for more media buzz). 

One of my team members is a starting new job so it makes it a challenge, but we're working together to make sure everyone's code is on Unity Collaborate to integrate the controller UI, multiplayer (Rift-Rift), with the rest of the story. I've started on the proposal and other marketing materials and will have Kristian take over some of that so I can help out more with technical tasks and overall integration. 

2) Technical update
We decided to cut a lot of functionality, and for sound are minimizing it to just a few to make sure they are all the key ones so that the story trigger isn't delayed. I'll also be working on making sure the Avatar SDK works (hands) with the controller band to make sure nothing is too buggy since it's a custom controller that we are mapping our buttons to with the paint. 

3) Information Architecture
Getting clear on this is important so we had decided to use the Tutorial/Learn version as our test playground to validate everything and use that to try the submissions to the store make sure it works? I think because of seeing how it was buggy for some other OLP participants to submit, we've cut down the scope of our project a significant amount to make sure whatever we submit we know is fully working and polished. 

kia9fpzj3e4b.png

4)  Creative update
Here are screenshots of the story sequence moving forward

Title (from above after these birds)
uueuicevrgr9.png

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Here's screenshots of the controller UI and the buttons we stripped down to (we have like 8), and the 4 we want to validate to keep everything to a MVP (Minimal Viable Product) scope so we don't try shooting for the moon and failing horribly, but keeping realistic to what we can do within the constraints of the next few weeks to have working mutliplayer, even if without mobileAR that we know works. 

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Hope next week we can show video of prototype submitted for feedback with all the pieces working and know that submission process isn't too buggy. While one of our teammates is out of state we can also make sure we validate all our multiplayer on Rift is working in real time (and not just locally). 

thegladscientis
Explorer
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This week we rigorously tested Wwise Reflect with geometries of different underground environments to see what worked best. We were also able to test out our walking stick mechanic in a more finalized environment, giving some great insight on what works and what doesn't. Complex geometries are challenging for the system, so we are simplifying it a bit. We also started replacing our placeholder objects with the character models and prototyping minimal visual styles using shader graph. 

This coming week we will finalize our environment for the prototype submission and test submitting a build it so that if we run into any problems we can get in touch. We will also design and create sound assets for all of the environmental sounds for the prototype.

itsas_lamiak
Explorer
Small sample of the bobtail squid animation (non-glowing).  Really excited it is coming along so well.snrkm8h1qdka.pngI am in the Uk, then in Basque Country the next two weeks; touching base is getting into a rhyrthm - it helps that I am ahead by 11 hours: I can get work done, pose questions, etc. before they are up in Hawai;I - then check back in the next morning and repeat!

Water level had to be scaled back for the demo - apparently it was causing issues.  We’ll see if we can add in a few more of the beautiful extras - if not, there’s enough there for the demo level and we’ll focus on it for the full experience.  

(Next up - chant and music...)

Have a great week everyone!

microwavesam
Explorer
For this week, we spent time to reorganize the workflow. Things were going slowly last week because the project had become such a mess! Old, legacy stuff everywhere. Scenes that weren't working. We had to take a stand and improve our workflow and review process.

Then, we tried to improve the fundamental feel of the weapons that we had created. Sword, wand, boomerang. Small details here and there.

Hope to get something more finished feeling for next week!

https://www.youtube.com/watch?v=01rulgYIeeI

mauehara
Protege
Project: "OASIS" (new name in progress)

This week was another week of starts and stops, but we're continuing to move forward regardless, because it's about the journey and finishing what you've started  We're working through some bugs for our gaze interactions and tuning spatial sound for our environment. We're closer to getting our sound stones working, which is really exciting.

But what's keeping me up at night? Up to this point, most of our focus has been on one environment, where our goals were three. But I'm reminded (thanks to my technical designer) that our focus is to nail the framework for our mechanics, interactions, UGC, and replayability, which can then be "skinned" with the look and feel we want.

This week, continued work on our second environment, continued work on marketing and getting a website up.

So much to do, so little time. Here's to pushing on and executing! And to the final stretch!


drue_kataoka
Explorer

Just
touched down in SFO a few minutes ago on my flight from Singapore.  Was able to exhibit one of the elements of my
overall virtual reality project at a special reception in Singapore this week.  Was great to get feedback from an
international audience and see their reactions.   Also, I made note of things they didn’t
discover in the scene.   So this was
extremely useful to have a high volume of diverse, international “users” going
through the scene before my eyes.   We
had large monitors and I could observe what went really well and what were a
few things that they didn’t find. 
Perhaps I had hidden them a little too well 🙂 and I’m adjusting
it now.



 



I
have a VR ready laptop and so I was able to make good progress this week.   One thing I love about the Oculus Rift is
that you can truly set it up anywhere in a snap.   This simply would not have been possible
with the Vive.



 



One
thing that I was able to focus one while on the road were the different sounds that
are triggered.   I even recorded and
manipulated some of my own.   I believe
they are really adding to the overall experience and want to add many more.



 



I’ve
also been reflecting a lot on the marketing aspect of this VR experience.  I’ve been working on the language and images
that will describe it.  What will best
draw the audience in?   What is the best way to get the word out once
it launches. 



 



I’m
looking forward to making a lot of progress this week.  Stay tuned.



 



Also
I’ll be speaking about some of these elements on the 20th when I am
a doing a fireside chat at SVVR.

JamesRL
Explorer
Producer/Developer:  James Laudermilk
OLP2018: Week 11
Project Title: Smoke & Mirrors VR
Type: VR Game/Experience
Genre: Exploration/Educational/Simulation

Hey all, was able to get our build 1.0 up in the OLP2018 channel this week and an Oculus developer (Gabor Szauer) gave us some great feedback!  Currently uploaded build 1.2 to the OLP2018 channel which has the following changes:
1.  Added music to various stages (Thanks to Niko for all of the loops except stage 1, Lexi and Niko for the title music too!  So exciting!)
2.  Added new stage working on area around stage
3.  Added a new prop for magicians, next add animations for it
4.  Added new actual magician posters from shows that are current
5.  Still working on various bugs, more animations and magic tricks
6.  Adding "Diversity Museum" The history of magic and its diverse magicians this week
Thanks to all those testing for us!

therapyondemand
Explorer

Evolvr

We are working with a concept of the user journey where the user “wakes up” in the cave. Our voice actress might say, "Breathe in and Breathe out...You are strong, you are safe, you are love; and a little meditation music plays in background". The user can get up, and look around in cave (it should be low-stimulus environment so the user to can look at himself or herself in a reflection pond, walk around the cave see a symbol our first character needing protection- user walks out to check - there’s a piece of crystal on the edge of a rock - user approach it, it moves! It appears to be a wolf that is curled up, sleeping - the wolf wakes up and starts moving around lightly, jumping up and down the rocks, looking at some point some crystals are duplicated from the wolf’s body, floating in the air. Those are the keys to our different module experiences through a central hub.

We are a healing hub so we help users heal by providing an empowering story to drive engagement in diverse modules. For example, one user may want to "play" (work) on a rhythm / timing game that feels almost like a dance; where others may want to train on a simple tai chi or yoga routine, where accuracy is matched based on the trainer's capture using volumetric video methods. 

We are still testing how to wrap up interactions around our product design, for example, user may want to overcome their fear of the wolf to discover after all that our Ethiopian Wolf doesn't attach humans. We will try free pre-registration experiences in the main environment but we really want our user to be registered to access the hub. With a Subscription module for individuals and compagnies or non-profit organization who wish to use our hub as their retreat program.


Our hub can serve as a retreat for each user where they find answered to unsolved personal , or professional life mysteries-- we chose this environment to keep our user away from their day to day treats... we welcome them to a world where they get not only find the missing pieces, take a greater look at themselves, fixing adapting pieces of themselves, all while they help our endangered species. Our experience is called Endangered pieces has we take the user in a personal journey where they will have the opportunity to connect their own pieces as they help our endangered species reconnect with their own tribe.