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Week 8 : Oculus Launch Pad 2018 - Due Aug 27 @ 11am PST

Anonymous
Not applicable
Things have been going incredible, some folks are feeling like they are excelling and some are not feeling too great, stay in there. We want to hear how this week has gone being the 8thweek! Keep going 
64 REPLIES 64

PlumCantaloupe
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Image: The name and logo we have created to best describe the socio-educational WebVR framework we are working on.

 

Introduction

This week has been fine-tuning the back-end, creating a name a logo we can come together on, and ruminating on how best to showcase the various platform functionalities for our September prototype deadline.

 

Past

So far we the team has been doing a wonderful job of cleaning up the back-end and front-end administrative pages to more production-level qualities while I sketch out the general ideas, model some sample "worlds", describe the focus of this project, and ultimately decide what the "MVP (Minimum Viable Prototype)" we should showcase to Oculus to inspire further support.

 

Present

This week has included a great deal of thought as we hash out a clearer and "more marketable" direction for this project. We have been fine-tuning the back-end so that worlds are much easier to create and upload to the system, working on better styling of the administrative pages, and the "story1" team has also gathered materials to start mocking up 3D worlds.

I have been focusing personally on some additions to the "campfire hub" we have, adding in locomotion for all devices, and coming up with the name and logo shown at the beginning of this post. After several iterations and some great feedback from the team we have settled on "circles" with an accompanying circular logo.

I wanted to try and get away from more "technology-driven" terminology and instead focus on the motivation of this project, rather than the technology used to create it. I felt that "circles" evokes organic shapes that could also describe our journeys through this world as non-linear and cyclical (like learning!), capable of overlapping with others to form higher-order shapes such as a "sphere" or "basket". The logo itself is also restless, creating a mysterious energy which I think works well within a powerful and exploratory VR context.

 

Future

My objective is to now start concretely getting content in so that we can have a solid prototype to send to Oculus at the end of September. I think the ideas are mostly formed and the base technologies mostly implemented; but now everything requires combing everything together, modelling more content, testing, and prototyping. I understand that the prototype need not be perfect but it will have to show great potential, that inspires confidence in its completion. "Story1" will be a focus but I will also be exploring an additional world set we can bring in to showcase a larger breadth of work - a "Story2" - what that is, I am still torn on: astrophysicsor Canadian history? Due to my wonderful wife's opinion I am leaning towards the latter ...

 

"Music brings people together. So my function in anything I do
is to help bring people closer in" 

- Gord Downie

marmishurenko
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Hello! This is Maria and Gordey with Bizarre Barber project.

This week we were selected for Game Pitch Night by Made in NY MediaCenter. It was a pitch competition with very cool judges: one of them being the had of local IGDA chapter, one - Kickstarter gaming manager, another one is an owner of large indie VR studio (iNk stories). We decided it's an amazing opportunity to refine and polish the pitch, and also hear some feedback from the very cool professionals!
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Long story short, we won Audience Choice Award prize for our pitch!
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We got tons of useful feedback and suggestions and finally made the OLP submission checklist milestone both with tech and proposal features. 
Also we tested Nvidia flex for Unity and figured out some useful game mechanic things (like implementing a super hairy boss in the end of the level)

Anonymous
Not applicable

VR Sea Legs - Week 8

Status:

We continued working on the Seaside Town level, and to give it a bit more life we added some textures. We reviewed and added our script for the voiceover lines, and on Saturday I recorded my good friend and amazing vocal talent Maureen Honoré. Here’s a bit of the intro and a couple work in progress screenshots.

https://soundcloud.com/user-847858955-164303602/vr-sealegs-game-intro

Our first communication with the player!


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Seaside town, now with more textures.

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First unlock of the bonus levels!

Content Unlock: 

This week we open up a bonus area called Deep Dive!. This is where the user will learn how to swim. At its core, the swimming movement is just a slower form of basic flight. So why would we add a bonus level on the same topic of flight? Because the environment makes a huge difference when dealing with simulated motion. Flying in space feels categorically different than swimming in water.

One of the big differences is that Deep Dive! puts you in the ocean, and this allows us to define a horizon line. In the First Flight level, you play in space with no horizon line. When players see the horizon line, it shows them which way is down, and it allows them to orient themselves more quickly. In air, this can trigger visual height intolerance - this is far more common in people then acrophobia (the fear of heights).

Swimming completely changes the player’s perspective, and eliminates the discomfort. People swimming know they can’t fall to their death.

Part of our methodology in choosing different art styles for each of the movement systems is that expands the player’s palate of experience. Learning those systems in new art styles expands the player’s tolerance for a variety of environments as well. We’re hopeful that this combination will create a quicker adoption of ease in movement in VR.

nicole_babos
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Blog Post # 8

This week flew by fast. I worked on the narrative script
with my partner and then I recorded some voiceover narration for the first
couple of scenes. I also recorded some sound effects for use in the first
couple of scenes. For what I couldn’t record myself, I used soundbible.com and
freesound.org – both have A LOT of sounds to choose and almost all of them can
be used under the Creative Commons licensing.



My partner continued to work on animating the characters for
the Basement scene. He also animated a cat and I textured the cat to look like
my childhood pet, Simba. Simba was a huge part of my childhood and I’m glad he
is going to be in one of the memories.

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The father and daughter have been added to the Basement
scene so we could see what they looked like with some of their animations. I just
need to finish texturing them next week and they should be good to go. Next week
will be some finalization tweaks to the existing scenes and adding a little more
polish for the mid-point prototype.

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Nicole
www.fancybirdstudios.com

VirtroEnt
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This week we had a lot of major breakthroughs with getting the realtime AI / lipsync / game triggers all working together - it is starting to feel like h4ze7g816n1y.pngthe experience we are trying to create - so that is super exciting. Had a number of VIP's test it this week, including the Canadian Minister for Immigration, and had some great surprised reactions - they were blown away - and immediately saw the potential for new immigrants learning conversational english.

We have teleportation working, the little robot sidekick also stays close and follows you, and the characters conversations become audible as you get near. Some riveting conversations based on language learning scenarios [sic] 🙂  We are working on adding longer plots and character development. The two game prototypes now trigger when you go near the card player or the holodeck for the vocab game. 

quick video sample - https://www.youtube.com/watch?v=UWrfMV3FYvw

Anonymous
Not applicable
Preparing for our social media launch

As I've mentioned in previous posts, marketing and revenue models are central to OSCILLATIONS' Launch Pad project and our overall strategy as a VR company. During the filming of our 360 footage, we collected 12 terabytes of behind-the-scenes footage. We will incorporate this into a docuseries about the making of our Launch Pad VRE. 

In addition, we plan to launch several social media channels that all point to our VR productions. This will help direct our artist-influencers' 14 million followers to the Oculus store. We are especially enthusiastic about Instagram TV (IGTV), since many of our followers use Instagram heavily. It remains to be seen how people will use this new feature of the platform; we plan to get started with 10-min episodes that feature exclusive interviews with our artist-influencers, our network of scientists, and our co-founders.

This week our Artistic Director, Brendan, has been in LA collecting footage of several of our artists at a calisthenics competition. We are currently brainstorming a storyboard for how to turn this footage into our IGTV episodes. Brendan is also coordinating a reunion for the artists in LA who participated in our 360 shoot. They're all very excited to catch up and reflect in front of the camera for our social media channels!

azra_isakovic
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Hi! 

This week has been super productive on both mine and Nir's projects. 
For mine- I finalized shooting dates with my subjects. I know it's crunch time so I am a little nervous about pulling it all off and thank you for the encouraging note to hang in there. I'm equally excited about capturing the stories of Tachibe, the inventor of tuna tartar as well as Karla, who is the founder of SalviSoul which is a blog documenting the stories of other El Salvadorian women and their recipes. I'm also considering sharing my story in the prototype as this project is very personal to me, primarily being a refugee and wanting to humanize us in the light of what's going on. My own parents who have sacrificed everything in order for me and my sister to have a better life, are my driving force. A common theme for a lot of us immigrant children is to justify our parents' sacrifices and for me that means sharing their story and other stories that connect us on a human level, transcend the political noise and bring us to a table like a family. I also had another call with Nathalie who was extremely helpful in helping me identify how to structure my prototype and also how to navigate partnerships. 
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For Nir's project #Murder, we got a lot done this week. We will be shooting next Thursday and are super excited! We found the house, broke down the scenes and the budget, cast the actors and booked a behind the scenes photographer. Nir and I worked really hard this week to make all of this happen. We have a few minor things still to get done, but the shoot should go smoothly. 

And here is a pic I took of Nir doing the Keke challenge during one of our breaks haha
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charlesniu
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Project Locomoto Development Blog #9:
Full Game Loop


Howdy Launchpad,

This week's progress has been feature-packed. I implemented long holds, a basic scoring system, slow-motion, a nebulous environment, and a win/lose condition with an end screen. The game finally has a full game-loop! But things are far from finished and a lot of this stuff is just a first-pass. Here's a video of this week's new additions:

https://youtu.be/0Gf5TUR7vBQ

As always, I go more in depth with my thoughts and decision making in this week's Medium blog post seen here: https://medium.com/@projectlocomoto/developer-blog-9-full-game-loop-e7279cd91545

Happy developing!

Charles Niu

meredithwilson
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Dev Blog 8


Retreat




Our AI is working!! And by working I mean the AI behaviors and model animations are synched up and shooting at the right targets, which is for me very exciting since I haven’t worked much with AI up until this point. The Tactical AI asset does the lions share of the work, but never the less it’s a proud moment for me ^_^


I’m not done with the AI yet though. Right now my agents are doing a default random patrol type of behavior pattern and I want something more targeted and sneaky. I don’t think it’ll take too much messing around to get them behaving the right way but we’ll see how this week goes. 






Mike’s still working on our Gaia terrain. After some experimentation we decided to forgo the Mobile/VR quality preset and in favor of the Desktop preset. The former was just too overtly polygonal and low detail for what we want and the Rift is way capable of heavier lifting. We are however not going to use grass or wind on this setting since all of the added polygons and shifting pixels overtax the Rift (... or so it seems, I always assumed that when things in the distance look glittery that means the Rift is struggling to display all of the things rendered in the scene and it’s time to take some things out). 




One task I’ve been putting off is getting our hand models to synch up with the Touch controllers, but with some VRTK advice from Clorama I think I can make it happen this week *fingers crossed*

maxellinger
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This was a weird week. I spent it figuring out how to architect the scripting for my scene in Unity such that it had better odds of being scalable and testable without it turning into a big tangled mess. It was honestly slow-going as I was learning more about Unity as I went along. I also was very easily distracted, mostly by Oprah's match-three puzzle game for mobile, highly addictive!

I ended up organizing each "sequence" into a scriptable object. Then I wrote a sequence manager that reads some data from the scriptable object and figures out what to do (play a timeline, enable/disable stuff). Every time the sequence changes an event also fires, so different game objects can listen to that event and respond if they want to.  

I talked with a friend who recommended just making a bunch of scenes, one for each sequence, and then using the load scene additive method but that seemed like... IDK. Weird? Is my way weird? Whatever, we're going with it. I'll let you know how it works out.