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Week 3: Oculus Launch Pad 2018 - Due July 23 @ 11am PST

Anonymous
Not applicable
Week#2 had some really interesting updates. Keep going on the updates they look great. Keep in mind only 2 paragraphs are necessary with a few pictures, anything above that and you are killing it. We do not give points on blogpost but they are required for the program. Please add your post by adding a "COMMENT" below. Have an awesome week! 
82 REPLIES 82

SkyeShark
Explorer
Stay Hydrated Week 3

This week has been super exciting! I'm still working on making more assets, and I've got a new team member! My friend Alessa is an unreal technical artist whose offered to help out on implementing mechanics and help me get better at the more technical aspects of unreal! That brings my team up to three people - Me (Environment art, Prop art, Game design, Creative Direction, etc.), Alessa (Development, Unreal engine technical artist), Eve (photogrammetry expert/prop artist). When I first came to Launchpad, I honestly had no idea what I was going to do or what to make of the program but its inspired me to get this done! Regardless of if the prototype gets funding, I will not stop until Stay Hydrated is shipped 🙂 !

I never really considered myself a game designer or anything, just a prop/environment artist, but here I am with a fully formed idea and the will to get it done! Thank you so much for inspiring me to do this, Oculus! Its funny too because before the bootcamp stay hydrated was nothing but "walk around in the desert for some reason" -- the bootcamp really inspired me to work out all the details and mechanics. Also, so did my making a vacation of the drive out to california. On my way to bootcamp I actually stopped and hiked at the Painted Desert, AZ and almost passed out from dehydration. It was over 100 degrees and I misjudged the difficulty/distance of a short climb back up a hill after going down to the lower valley. I got seriously fatigued and dehydrated, started to experience dizziness and such -- I should've known better, I hike in the desert all the time - but this experience was really valuable for inspiring this game. It was a gallon jug of water that let me recover that I bought at an ice cream shop at the top of the hill in the park that helped me recovered and that same gallon jug is going to be the main hero asset of Stay Hydrated, once I make the asset. That experience is what gave me the key core component for gamifying my "hike around in the desert" idea!

Anyways, here's a screenshot of a car I'm working on that will be rusted out/abandoned in an abandoned mining town on the Mojave map (the prototype): 

And here's a sketchfab scene I made with some of the assets as a little promo for the game, I'll probably be adding to it later as I get some more stuff done, but yeah.


thatmiddlechild
Explorer
Hey everybody!

This week has definitely been tough. I got sick so that threw off a lot of meetings and general productivity, which I'm not too happy about. However, during that time I made another edit to my script/storyboard. It's looking like I can't film where I initially hoped to, or get the permissions in time for submission, so I had to go back and change the storyline a bit to match a different cityscape. To research more about how I can get creative with camera work, I spent a lot of time talking to rig specialists who helped me ideate and gave me a list of tools that would help me build my own rig to shoot the pilot. I'm really excited about that! 

The storyboarding is officially done now and I have a rough draft deck I was able to share with the animator I'm working with. It's kind of hard building a team with people in 3 different cities, but a lot of fun! I'm excited to get everyone in the same room early next month to meet face to face. It's most of the team's first time dipping into the VR space and I love the authenticity of work and excitement that comes from that.

Next steps are securing all permissions and prepping those on camera for the shoot, which means tons and tons of meetings. It's all worth it though!

beachdaystudios
Protege

Dev Blog // Week 3


Hello Everyone!


There has been
considerable reflection this week on how the OLP program has been such a
blessing for our family.




Angela and I have
been working on our game studio for a few years, navigating the unique benefits
and challenges of working at home with young children. This has created a
unique teaching dynamic that we have found beneficial for their education.




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It's not too big of
a surprise that they have developed a big interest in programming, making apps
and VR development. They have amazing ideas, like most children, their
imagination is without bounds so when they brainstorm VR ideas, the ideas are
limitless.




Our daughters are
free to develop in Unity right alongside us which we think is wonderful!




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We would like to
introduce you to our 9 year old daughter, Yeva, who may just be the youngest VR developer in history 🙂




This is her virtual
reality experience where she created a virtual reality Doodle for the Doodle 4
Google contest. It's a 35ft
playground and rock wall that's climbable in VR. She decided to build this
because she wanted a rock wall but we had nowhere to build one - so she created
one in VR.




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As for our project
this week, we've been discussing marketing of the app. The Tech Talk on
Friday was particularly inspiring, we thought the discussion was so helpful for
our process. It's interesting to find the balance between having as many users
as possible through a free model while also finding a way to make a living.


Week 3 - Pre-Production:

  • Determined our pricing model
  • Established how we will market the app
  • Continued our search for new team members to help complete the prototype by Sept 30
  • Decided the platforms that we will support
  • We had several meetings where we finalized the overall concept and the content of the app
  • We've been sketching out ideas
  • We're continuing to work on our design document.

Next week will be our last in the design phase before we move on to prototyping.

Surf's Up!




Keith "At The
Beach" Patterson







BeachDayStudios.com

"Make Every Day A Beach Day!"

Anonymous
Not applicable

Week 3: VR Sea Legs

Our goal for VR Sea Legs is to be the first VR game you play after introductory Oculus apps like First Contact. To make spaces for players to interact with, we’ll need to start with level design.

Design of the first level in our game is critical to the success of this project - this will, ideally, be one of our users’  first experiences of movement in VR. We’ll also be introducing the user to new concepts, such as “grab and throw,” UI interactions, crafting, and weapon mechanics.

Level 1 Goal: Introduce a movement system in a comfortable setting to build the user’s VR movement experience base.

In the first level, our user will:

  • Learn grounded movement;

  • Use a dialog to interact with game characters;

  • Complete a quest;

  • Perform simple material interactions.

We will teach them to use the movement system though fetch quests and crafting quests, creating situations to focus the user’s attention and develop flow as the intensity of the movement experience increases.

Production Status: We’re currently blocking out the first level (and later levels, so we get a jump on development for those). The setup for the first level is surprisingly breathtaking, even with the stand-in elements. We’re planning the quests that will take you up the hill and through the city.

The art direction for this area is PBR stylized, a bit on the cartoonier side, along the lines of games like Overwatch and Fortnite.This first area is a seaside town, featuring some models from a game concept of ours called Dragontooth Island.

These models are older versions and will need to be reworked to fit VR style, as they were originally created for mobile. You can check out some of these models here on Sketchfab:

https://sketchfab.com/3lbgames/collections/dragontooth-isle

Up next... the Lab!


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shashkes
Protege
This time we discuss differences between games and play from a neuroscience perspective and our exploration of gamification elements in  Emovji. We explain how we plan to utilize specific greeting people can choose from that will induce more playful communication through their body movements. We mention Robin Hunicke's work on collaborative gaming that isn't focused on who won what territory as a source of inspiration.
We also have our first desktop version that can receive our body movements and can be downloaded from our patreon:
https://www.patreon.com/posts/20117603
the avatar still isn't positioned in the right place so use WASD and alt+mouse to move around and see our recorded message. 


JamesRL
Explorer

Smoke & Mirrors VR
Development update week 3:




“Smoke & Mirrors VR” team so far:

1.  Executive Producer - James Laudermilk
2.  Co-Producer – Shane Istre – CEO, Digital Twin Studios
(Fellow Iraq Army Veteran also!)
3.  Technical Director - Adam Parsons
4.  Creative Director - Shannon Hallstein – SCAD Senior and
Intern at Hasbro
5.  Senior Unity Developer - Rahul Sinha
6.  Unity Developer – Supplied by Digital Twin Studios
7.  UX/UI Developer – Talking to Ryan Whittier Hale from Conjure Strike who is possibly
interested in helping with the UX/UI of “Smoke & Mirrors VR” on Monday 23rd
July (May be supplied by DTS if needed)
8.  3D Artist/Animation – Supplied by Digital Twin Studios
9.  Game Narration/User Experience voice-over artist – Amy Dubose
10.  Other – Supplied by Digital Twin Studios

This week's project accomplishment snippets:
  • Initial character concepts updated
  • Looking at potential Magician’s Library
    asset and editing in unity (use library for users to learn magic through links
    to YouTube?)
  • Hired Female Voice-Over Artist (Amy
    Dubose) to walk users through experience
  • Creative Director Continuing to develop
    environment sketches working on Magic Shop
  • In talks with Ryan Whittier to help with
    UX/UI
  • Teamed up with Shane Istre – CEO, Digital Twin Studios to
    complete any team needs for our “Smoke & Mirrors VR” project
The most exciting update was
teaming up with Digital Twin Studios.  It’s great working with fellow Operation
Iraqi Freedom
Veterans.  Both the CEO
and Co-Founder are Veterans!

Goals for next week:
  • Initial magician character concepts into
    models and start animating
  • Turn initial stage & magicians back
    room into models and start animating
  • Get magic shop initial concept drawn or
    modeled
  • Start on UX/UI
  • Develop initial intro screens for users
  • Start work on the narrative/user experience
    script for voice-over artist
That about wraps it up, have a
great week everyone!

ndshort
Protege
 





































Neil D. Short
OLP18: Week 3
Project Title:
Adventures of PICL Jones
Type: VR Game
Genre: Comedy/Adventure, Sci-Fi/Western



After handing off descriptions to our concept artist, the
writing teams continued working on the design document and outlines for an intro
and two scenes. After considering the scope of our story and the requirements
for the prototype, we decided to scale down to just the intro and first scene.





I promoted one concept artist to art director and added an
additional concept artist to the team. They will begin character and location
art next week and I’m looking forward to including their work in the design
document.





Conversations are currently underway with a rigger and
animators and next week will be a big push to recruit Unity developers. I’m in
the process of securing mocap facilities and I have booked an actor to play one
of the alien characters.



 We are also working on what mechanic to use for our
emotion/language system. We’re brainstorming options and are currently thinking
of a wrist-worn device (like a Ben-10 watch) with emogies for the player to
select. We plan on keeping the choices limited for the prototype.

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NeildaLikeZelda
Protege

Hi everyone!

I’ve been off the grid for half of this week since I’m currently out of the country without my VR laptop since Thursday and returning Monday. However, I do want to share the user flow for EmpowHER VR to show how we are setting up our users to understand the different parts of self-defense and how we are gradually introducing the concepts to them from practice modes to higher fidelity. The goal is to prevent emotionally overwhelming the users, especially if they’ve experienced any sort of trauma in their past.



My team is building multiple environments for the experience, which includes locations assaults can happen: 1. Parking garage 2. Bedroom 3. Kitchen 4. Office. To add a layer of control for the user, we are allowing them to select their environment for each exercise. Next steps for this coming week is to get all the assets for each of the scenes prepared to be placed in them and gather a list of scripts for the user to say in the verbal module.


doubleeye
Protege

Double Eye - WEEK 3

We have now worked with another set of actors: Will Sturdivant and Jake Ford. These actors chose to work with classical text; William Shakespeare’s great tragedy Julius Caesar. This scene could not have been farther in style from the contemporary scene Cheney and Tendler performed; this was a scene of heightened drama.

The scene Sturdivant and Ford chose is between the characters Brutus and Cassius (Julius Caesar, Act IV, Scene 3). This scene runs the gamut of extreme emotions with the climax when Cassius’ offers up his own dagger and willingly exposes his chest to his dear friend Brutus.

“There is my dagger /
And here my naked breast; within, a heart /
Dearer than Pluto’s mine, richer than gold.” 
–William Shakespeare, Julius Caesar, IV, iii

Backstory: Brutus and Cassius joined forces commanding troops to kill Julius Caesar. In this scene there are accusations of bribery, questions of morals and at the root of everything is the loyalty of their friendship. The scene concludes with Brutus revealing that his wife Portia has killed herself.

We ran actors Sturdivant and Ford through a series of art styles and the actors did an excellent job keeping their energy high through this very tense scene.


ejehzjnym639.pngTeam pictured with actor Will Sturdivant describing working with his avatar and controllers!

Anonymous
Not applicable

UX Research on VREs




Research is a central component of my company Oscillations. As we’ve been considering how to enhance the interactivity (with various BCI elements) and quality (sound, resolution, etc.) of our Launch Pad project, we’ve also been thinking about specific UX study designs that will empirically test how users engage with our content. Our goal is to identify not only which features enhance engagement in virtual reality, but also which features are most engaging to specific demographics. That is, different groups of people will very likely interact with VREs in different ways. Understanding these differences will be key for creating meaningful content and targeting appropriate audiences. 




Toward this end, we are creating several versions of our Launch Pad project. Each version will differ according to a single variable (e.g., an audio element, a BCI element). We plan to do multivariate testing and to collect objective (user analytics) and subjective (user interviews) measures to better understand how different groups of people interact with and feel about our VRE. It is important that we plan these experimental designs early in our project because they will shape the course of our post-production and our BCI programming. We have already collected some pilot data on our raw footage, which has helped us focus our post-production goals.