This blog post is for all my final artefacts.. nicely polished and published!
Final artefacts placeholder.
This blog post is for all my final artefacts.. nicely polished and published!
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.
Submissions:
Video .mp4 file
Lunarium PC .exe file
Lunarium VR apk file
Links
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)
Video: key points :Concise (need Images/Video)
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’.
- Research
- VR Narrative
- Methodology
- Unity – Form
- Unity – FPC
- Experimental Animation & XR
- Natural Form
- Navigation
- Technical Spec
- Visual Art – Double Helix
- Narrative Structure
- Gravity
- ‘Paperiness’ Aesthetics
- Wayfinding
- Curation
- Wire Models
- Motion
- Music
- Funding
- Commercial project
- Proposal
- Sprint 1 review – envisioning
- Sprint 2 – proof of concept
- Narrative development
- User testing 2
- Project management
- Cut scenes
- Production phase 1
- Production phase 2
- VR Setup
- Low poly
- Google cardboard
- Dissemination & Distribution
- GDC : environment design as spatial cinematography
- Grey box testing
- Maze layouts
- UV Material Mapping : Dark Forest
- User testing 3
- Hole
- Paper cut models and maps
- Shorten Labyrinth in response to user testing
- SMART Goal update
- Scale research
- Distribution/optimisation/environment modelling/animation tests
- Project management
- Opera/videogames
- VR Narrative production
- Key sequence storyboard
- Oculus Gear setup
- Optimisation
- GDC practical VR for Disney Theme parks
- GDC Playing with Magic : interactive worlds and Walt Disney imagineering
- GIF
- Oculus Gear Blocker
- Marketing & Dissemination plan
- SMART goal update
- Oculus Gear Blocker continued
- Music : Danse Macabre
- Door Mechnic
- Opera/videogames research
- World building: Lines of desire
- VR UI
- New Lunarium GIF
- Maximo character modelling & Anination
- FUSE
- Halloween
- Death in Cunard poetry
- Death in Opera
- Death in videogames
- Academic research: opera/videogames
- Oculus gear success
- Alpha channel testing
- Scrum certification LinkedIn course
- Character dev: drawn/flat graphics
- Character Dev: humanised death (colloquial)
- Character Dev: Alienated Death (operatic)
- SMART goals update
- Oculus Go
- User testing
- Project management Trello
- Marketing & dissemination plan
- Coronavirus
- Remote studio
- SMART goal update
- Design, develop and deploy for VR Unity course
- Final fixes
- Reflection
- PC Version
- Walkthrough video
- Post processing
- Paperyness
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’.
- Research
- VR Narrative
- Methodology
- Unity – Form
- Unity – FPC
- Experimental Animation & XR
- Natural Form
- Navigation
- Technical Spec
- Visual Art – Double Helix
- Narrative Structure
- Gravity
- ‘Paperiness’ Aesthetics
- Wayfinding
- Curation
- Wire Models
- Motion
- Music
- Funding
- Commercial project
- Proposal
- Sprint 1 review – envisioning
- Sprint 2 – proof of concept
- Narrative development
- User testing 2
- Project management
- Cut scenes
- Production phase 1
- Production phase 2
- VR Setup
- Low poly
- Google cardboard
- Dissemination & Distribution
- GDC : environment design as spatial cinematography
- Grey box testing
- Maze layouts
- UV Material Mapping : Dark Forest
- User testing 3
- Hole
- Paper cut models and maps
- Shorten Labyrinth in response to user testing
- SMART Goal update
- Scale research
- Distribution/optimisation/environment modelling/animation tests
- Project management
- Opera/videogames
- VR Narrative production
- Key sequence storyboard
- Oculus Gear setup
- Optimisation
- GDC practical VR for Disney Theme parks
- GDC Playing with Magic : interactive worlds and Walt Disney imagineering
- GIF
- Oculus Gear Blocker
- Marketing & Dissemination plan
- SMART goal update
- Oculus Gear Blocker continued
- Music : Danse Macabre
- Door Mechnic
- Opera/videogames research
- World building: Lines of desire
- VR UI
- New Lunarium GIF
- Maximo character modelling & Anination
- FUSE
- Halloween
- Death in Cunard poetry
- Death in Opera
- Death in videogames
- Academic research: opera/videogames
- Oculus gear success
- Alpha channel testing
- Scrum certification LinkedIn course
- Character dev: drawn/flat graphics
- Character Dev: humanised death (colloquial)
- Character Dev: Alienated Death (operatic)
- SMART goals update
- Oculus Go
- User testing
- Project management Trello
- Marketing & dissemination plan
- Coronavirus
- Remote studio
- SMART goal update
- Design, develop and deploy for VR Unity course
- Final fixes
- Reflection
- PC Version
- Walkthrough video
- Post processing
- Paperyness
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.