Submission:

The video is finished so I’m spending the day finishing the headsets and organising my files. I understand the hand-in time is 11pm and I’ll probably continue until then.

I’m not allowing myself to think about what I’ll do tomorrow! I’m excited by the prospect of continuing the project as I’ve really enjoyed working in unity for the last few weeks and I feel I’m in a flow with it. 
I’ll get the final walkthrough on to youtube, Vimeo and my website over the next few days and I’ll also post it here. It will be nice to spend a little time polishing up all the images etc for that. 
Phew…

Submissions:

Video .mp4 file

Lunarium PC  .exe file

Lunarium VR apk file

Links

Development File https://drive.google.com/open?id=14PHWWGwGoA67Yejevn384HKbnmqUWY_3 Reflective Journal http://sarrahornbyresearch.blogspot.com/ Academic Research https://refworks.proquest.com/public-share/ZR3fxB7y4K80p1xHcYKTvvH8BaY1e3FkISSHFv2Yi6y4 Trello Board https://trello.com/b/kCeQ0V6U/projectxmajor-final-project Oculus Webpage (Alcwyn has access) https://www.oculus.com/deeplink/?action=view&path=app/2347135688725653&ref=oculus_desktop LinkedIn Learning https://www.linkedin.com/in/sarrahornby/ Sarra.TV Lunarium Webpage https://sarra.tv/immersion
Sarra Hornby 30 Apr at 11:02

Video: Refocused

I have been thinking carefully about the app video submission and I didn’t just want to reiterate my journal and so the plan is to edit the app walkthrough and then talk about specific points that impacted on my personal learning experience. I intend to talk a little more about why these moments were important in relation to my skillset and creative experience as well as how this has influenced my personal and professional objectives.

It will be more personal.

I sometimes struggle to reveal my true thoughts and feelings about my work and vulnerabilities and I can be very critical of my work. Sometimes unfairly so. I tend to present a solid professional frontier but behind that I am sensitive (as creatives are). It’s about striking a balance.

So, I’m going to try again.

😀

Video: Refocused

I have been thinking carefully about the app video submission and I didn’t just want to reiterate my journal and so the plan is to edit the app walkthrough and then talk about specific points that impacted on my personal learning experience. I intend to talk a little more about why these moments were important in relation to my skillset and creative experience as well as how this has influenced my personal and professional objectives.

It will be more personal.

I sometimes struggle to reveal my true thoughts and feelings about my work and vulnerabilities and I can be very critical of my work. Sometimes unfairly so. I tend to present a solid professional frontier but behind that I am sensitive (as creatives are). It’s about striking a balance.

So, I’m going to try again.

😀

Video: key points :Concise (need Images/Video)


Proposal – Project X 



1. Visual Art project


Experimental Animation
XR
curation
funding 
2. Commercial project


Wheels Proposal
Name changed to Lunarium (Halloween theme) 



Project Management
Waterfall
Agile
Sprint reviews
Spiral model
SCRUM certification 
Research Methodology


Practice-based research 
Spiral model 
Research
Market Research
Academic/grey research 
Practical experimentation 
Technical Specification
PC & Mobile VR
Google cardboard/Gear/Go/Oculus Gear 
Blocker/success. 
FPC

door mechanics/C sharp scripting
Probuilder modelling

Animation
audio
effects
post processing




Multi platform development 
Mobile VR Version 
PC Version
Unity 
Version changes
Plugin dependencies 
Tutorials/forums/discord/academic support 


Optimisation 
Lighting
UV Maps 
environment modelling
animation tests




Narrative

The Hero’s (fools) Journey 


Linear Structure 



Helix Structure
Open World 
gravity as a narrative device 
VR Narrative research 
GDC : environment design as spatial cinematography 
VR 4th wall & Immersion 

VR UI
Wayfinding Research 
White box tests maze layouts
User Research
Shorten Labyrinth in response to user testing
Make more complex with more interaction for PC version
World building: Lines of desire 
GDC practical VR for Disney Theme parks 
GDC Playing with Magic : interactive worlds and Walt Disney imagineering 
Halloween Theme 
Theme park research IP immersion in story telling
Alton Towers scarefest
Death in Cunard poetry – Hall history 
opera/videogames
academic research 


‘Paperiness’ 
Paper cut models
Low poly 
Light 

scale 

Sound/music/effects 
Opera/Videogames
Danse Macabre
Paper flip (bicycle wheel with card) 
Character Development 
drawn/flat graphics
Humanised Death 
Alienated death
Maximo 
Fuse 
Blender 
Post Processing
Walkthrough video
Cut scene further dev 
SMART goals 
Coronavirus 
Remote working VR 
Marketing & Dissemination 


Oculus Store

Video: key points :Concise (need Images/Video)


Proposal – Project X 



1. Visual Art project


Experimental Animation
XR
curation
funding 
2. Commercial project


Wheels Proposal
Name changed to Lunarium (Halloween theme) 



Project Management
Waterfall
Agile
Sprint reviews
Spiral model
SCRUM certification 
Research Methodology


Practice-based research 
Spiral model 
Research
Market Research
Academic/grey research 
Practical experimentation 
Technical Specification
PC & Mobile VR
Google cardboard/Gear/Go/Oculus Gear 
Blocker/success. 
FPC

door mechanics/C sharp scripting
Probuilder modelling

Animation
audio
effects
post processing




Multi platform development 
Mobile VR Version 
PC Version
Unity 
Version changes
Plugin dependencies 
Tutorials/forums/discord/academic support 


Optimisation 
Lighting
UV Maps 
environment modelling
animation tests




Narrative

The Hero’s (fools) Journey 


Linear Structure 



Helix Structure
Open World 
gravity as a narrative device 
VR Narrative research 
GDC : environment design as spatial cinematography 
VR 4th wall & Immersion 

VR UI
Wayfinding Research 
White box tests maze layouts
User Research
Shorten Labyrinth in response to user testing
Make more complex with more interaction for PC version
World building: Lines of desire 
GDC practical VR for Disney Theme parks 
GDC Playing with Magic : interactive worlds and Walt Disney imagineering 
Halloween Theme 
Theme park research IP immersion in story telling
Alton Towers scarefest
Death in Cunard poetry – Hall history 
opera/videogames
academic research 


‘Paperiness’ 
Paper cut models
Low poly 
Light 

scale 

Sound/music/effects 
Opera/Videogames
Danse Macabre
Paper flip (bicycle wheel with card) 
Character Development 
drawn/flat graphics
Humanised Death 
Alienated death
Maximo 
Fuse 
Blender 
Post Processing
Walkthrough video
Cut scene further dev 
SMART goals 
Coronavirus 
Remote working VR 
Marketing & Dissemination 


Oculus Store

Lunarium: Key moments

Having read through the project development blog, I have a list of key moments. This part of the video will only be around 5 minutes long and there is quite a lot to say… but I am committed to keeping it simple and clear ( in the spirit of ‘how I would explain my project to my mum’.

Key Moments (will need to be made more concise) 
  1. Research 
  2. VR Narrative 
  3. Methodology 
  4. Unity – Form
  5. Unity – FPC
  6. Experimental Animation & XR
  7. Natural Form
  8. Navigation 
  9. Technical Spec 
  10. Visual Art – Double Helix 
  11. Narrative Structure 
  12. Gravity 
  13. ‘Paperiness’ Aesthetics 
  14. Wayfinding 
  15. Curation 
  16. Wire Models 
  17. Motion 
  18. Music 
  19. Funding 
  20. Commercial project 
  21. Proposal 
  22. Sprint 1 review – envisioning 
  23. Sprint 2 – proof of concept 
  24. Narrative development 
  25. User testing 2 
  26. Project management 
  27. Cut scenes
  28. Production phase 1 
  29. Production phase 2 
  30. VR Setup 
  31. Low poly 
  32. Google cardboard 
  33. Dissemination & Distribution 
  34. GDC : environment design as spatial cinematography 
  35. Grey box testing 
  36. Maze layouts 
  37. UV Material Mapping : Dark Forest 
  38. User testing 3 
  39. Hole 
  40. Paper cut models and maps 
  41. Shorten Labyrinth in response to user testing 
  42. SMART Goal update 
  43. Scale research 
  44. Distribution/optimisation/environment modelling/animation tests 
  45. Project management 
  46. Opera/videogames
  47. VR Narrative production 
  48. Key sequence storyboard 
  49. Oculus Gear setup 
  50. Optimisation 
  51. GDC practical VR for Disney Theme parks 
  52. GDC Playing with Magic : interactive worlds and Walt Disney imagineering 
  53. GIF 
  54. Oculus Gear Blocker 
  55. Marketing & Dissemination plan 
  56. SMART goal update 
  57. Oculus Gear Blocker continued 
  58. Music : Danse Macabre 
  59. Door Mechnic 
  60. Opera/videogames research 
  61. World building: Lines of desire 
  62. VR UI 
  63. New Lunarium GIF 
  64. Maximo character modelling & Anination 
  65. FUSE 
  66. Halloween 
  67. Death in Cunard poetry 
  68. Death in Opera 
  69. Death in videogames 
  70. Academic research: opera/videogames 
  71. Oculus gear success 
  72. Alpha channel testing 
  73. Scrum certification LinkedIn course 
  74. Character dev: drawn/flat graphics 
  75. Character Dev: humanised death (colloquial) 
  76. Character Dev: Alienated Death (operatic) 
  77. SMART goals update 
  78. Oculus Go 
  79. User testing 
  80. Project management Trello 
  81. Marketing & dissemination plan 
  82. Coronavirus 
  83. Remote studio
  84. SMART goal update 
  85. Design, develop and deploy for VR Unity course 
  86. Final fixes 
  87. Reflection 
  88. PC Version 
  89. Walkthrough video 
  90. Post processing 
  91. Paperyness 
NOTE: It is easier to view the project development on Trello as this shows a details plan, process and production for each week of the project. 

Lunarium: Key moments

Having read through the project development blog, I have a list of key moments. This part of the video will only be around 5 minutes long and there is quite a lot to say… but I am committed to keeping it simple and clear ( in the spirit of ‘how I would explain my project to my mum’.

Key Moments (will need to be made more concise) 
  1. Research 
  2. VR Narrative 
  3. Methodology 
  4. Unity – Form
  5. Unity – FPC
  6. Experimental Animation & XR
  7. Natural Form
  8. Navigation 
  9. Technical Spec 
  10. Visual Art – Double Helix 
  11. Narrative Structure 
  12. Gravity 
  13. ‘Paperiness’ Aesthetics 
  14. Wayfinding 
  15. Curation 
  16. Wire Models 
  17. Motion 
  18. Music 
  19. Funding 
  20. Commercial project 
  21. Proposal 
  22. Sprint 1 review – envisioning 
  23. Sprint 2 – proof of concept 
  24. Narrative development 
  25. User testing 2 
  26. Project management 
  27. Cut scenes
  28. Production phase 1 
  29. Production phase 2 
  30. VR Setup 
  31. Low poly 
  32. Google cardboard 
  33. Dissemination & Distribution 
  34. GDC : environment design as spatial cinematography 
  35. Grey box testing 
  36. Maze layouts 
  37. UV Material Mapping : Dark Forest 
  38. User testing 3 
  39. Hole 
  40. Paper cut models and maps 
  41. Shorten Labyrinth in response to user testing 
  42. SMART Goal update 
  43. Scale research 
  44. Distribution/optimisation/environment modelling/animation tests 
  45. Project management 
  46. Opera/videogames
  47. VR Narrative production 
  48. Key sequence storyboard 
  49. Oculus Gear setup 
  50. Optimisation 
  51. GDC practical VR for Disney Theme parks 
  52. GDC Playing with Magic : interactive worlds and Walt Disney imagineering 
  53. GIF 
  54. Oculus Gear Blocker 
  55. Marketing & Dissemination plan 
  56. SMART goal update 
  57. Oculus Gear Blocker continued 
  58. Music : Danse Macabre 
  59. Door Mechnic 
  60. Opera/videogames research 
  61. World building: Lines of desire 
  62. VR UI 
  63. New Lunarium GIF 
  64. Maximo character modelling & Anination 
  65. FUSE 
  66. Halloween 
  67. Death in Cunard poetry 
  68. Death in Opera 
  69. Death in videogames 
  70. Academic research: opera/videogames 
  71. Oculus gear success 
  72. Alpha channel testing 
  73. Scrum certification LinkedIn course 
  74. Character dev: drawn/flat graphics 
  75. Character Dev: humanised death (colloquial) 
  76. Character Dev: Alienated Death (operatic) 
  77. SMART goals update 
  78. Oculus Go 
  79. User testing 
  80. Project management Trello 
  81. Marketing & dissemination plan 
  82. Coronavirus 
  83. Remote studio
  84. SMART goal update 
  85. Design, develop and deploy for VR Unity course 
  86. Final fixes 
  87. Reflection 
  88. PC Version 
  89. Walkthrough video 
  90. Post processing 
  91. Paperyness 
NOTE: It is easier to view the project development on Trello as this shows a details plan, process and production for each week of the project. 

Post Processing

I spent a day learning how to use version 2 post processing for Unity and tried out all of the settings… it looked a lot worse. I also had issues with the camera moment whereby the player couldn’t look up which meant that they would miss some details of the environment. I decided to remove the post processing but at Fog, lighting and environment gradient. This has the added bonus of not limiting processing load and so it will make it easier to convert from PC to Oculus quest at a later date.

I will add some images here of the experimentation, however I need to complete the walkthrough video in the next 24 hours and so time is limited.