Oculus Go Version 40 User Test 01 : Fixes (indicated by ticks)

✔️ Anti-Aliasing required as model edges are very jagged.

✔️ The player controller is too high and makes the player feel really far too tall.Fixed 

✔️ Unity Logo is flashing and moving erratically. Fixed 

🔲 Needs a Lunarium Logo Temp Fix to test – needs editing in photoshop. 

🔲Player Controller is poor – speed is too slow and motion doesn’t flow.

🔲 Players head direction controls their movement which means that they can’t be sitting unless in a spinning chair. The experience is better when standing.

🔲 There is no text on the entrance which would introduce the player to the game premise.

🔲 The doors need to slide apart to reveal the skeleton

✔️ The skeleton needs to transition from sitting to standing to playing his violin.

🔲 The Danse Macabre music needs to trigger when the skeleton plays.

🔲 The player should be able to collect silver coins as they go around the Lunarium world. I need to create a coin and a coin counter that is not too invasive (doesn’t break the 4th wall).

✔️ The second labyrinth wall is not on the ground correctly.

🔲 Signage is required in the labyrinth

🔲 poem pieces are required on the labyrinth wall

✔️ The Alienated Death Character needs installing in the red room.

🔲  The labyrinth skeleton needs to be standing not sitting and should laugh when the player triggers it (Use the Danse macabre track laughter)

🔲  The ringmaster is backface culling and needs fixing.

🔲  The fairground needs more interest

🔲  The main tent needs a cutscene to create a reward half way through the experience.

🔲  Peering down the hole could make players feel nauseous but I’m not sure.

🔲  The drop through the hole is very quick and could be slowed down via gravity or made longer by increasing the depth.

🔲 Entering on the spiral staircase could create a feeling of sickness but I’m not sure. I may have to make the stairs a lot deeper and simpler so that the player feels like they are dropping down rather than bumping down the stairs. The curve may also need to be make a lot bigger so that the player doesn’t feel like they are moving their head too much.

🔲  The lower level needs more interest . this should have a paper night garden.

🔲  The player should be able to pay the mystic the silver coins to escape.

Next Steps 

🔲 Fix essential issues ready for Monday user testing proper.
🔲 Design consent form. 
🔲 Design user questionnaire.  


Oculus Go Version 40 User Test 01 : Fixes (indicated by ticks)

✔️ Anti-Aliasing required as model edges are very jagged.

✔️ The player controller is too high and makes the player feel really far too tall.Fixed 

✔️ Unity Logo is flashing and moving erratically. Fixed 

🔲 Needs a Lunarium Logo Temp Fix to test – needs editing in photoshop. 

🔲Player Controller is poor – speed is too slow and motion doesn’t flow.

🔲 Players head direction controls their movement which means that they can’t be sitting unless in a spinning chair. The experience is better when standing.

🔲 There is no text on the entrance which would introduce the player to the game premise.

🔲 The doors need to slide apart to reveal the skeleton

✔️ The skeleton needs to transition from sitting to standing to playing his violin.

🔲 The Danse Macabre music needs to trigger when the skeleton plays.

🔲 The player should be able to collect silver coins as they go around the Lunarium world. I need to create a coin and a coin counter that is not too invasive (doesn’t break the 4th wall).

✔️ The second labyrinth wall is not on the ground correctly.

🔲 Signage is required in the labyrinth

🔲 poem pieces are required on the labyrinth wall

✔️ The Alienated Death Character needs installing in the red room.

🔲  The labyrinth skeleton needs to be standing not sitting and should laugh when the player triggers it (Use the Danse macabre track laughter)

🔲  The ringmaster is backface culling and needs fixing.

🔲  The fairground needs more interest

🔲  The main tent needs a cutscene to create a reward half way through the experience.

🔲  Peering down the hole could make players feel nauseous but I’m not sure.

🔲  The drop through the hole is very quick and could be slowed down via gravity or made longer by increasing the depth.

🔲 Entering on the spiral staircase could create a feeling of sickness but I’m not sure. I may have to make the stairs a lot deeper and simpler so that the player feels like they are dropping down rather than bumping down the stairs. The curve may also need to be make a lot bigger so that the player doesn’t feel like they are moving their head too much.

🔲  The lower level needs more interest . this should have a paper night garden.

🔲  The player should be able to pay the mystic the silver coins to escape.

Next Steps 

🔲 Fix essential issues ready for Monday user testing proper.
🔲 Design consent form. 
🔲 Design user questionnaire.  


Oculus Go Version 40 User Test 01

Oculus Go Version 40 User Test 01

Before rolling out to user testers on the Alpha Channel, I am conducting the first test on the Oculus Go headset.

These are my notes from the test.

🔲 Anti-Aliasing required as model edges are very jagged.

🔲 The player controller is too high and makes the player feel really far too tall.

🔲 Unity Logo is flashing and moving erratically.

🔲 Needs a Lunarium Logo

🔲Player Controller is poor – speed is too slow and motion doesn’t flow.

🔲 Players head direction controls their movement which means that they can’t be sitting unless in a spinning chair. The experience is better when standing.

🔲 There is no text on the entrance which would introduce the player to the game premise.

🔲 The doors need to slide apart to reveal the skeleton

🔲 The skeleton needs to transition from sitting to standing to playing his violin.

🔲 The Danse Macabre music needs to trigger when the skeleton plays.

🔲 The player should be able to collect silver coins as they go around the Lunarium world. I need to create a coin and a coin counter that is not too invasive (doesn’t break the 4th wall).

🔲 The second labyrinth wall is not on the ground correctly.

🔲 Signage is required in the labyrinth

🔲 poem pieces are required on the labyrinth wall

🔲 The Alienated Death Character needs installing in the red room.

🔲  The labyrinth skeleton needs to be standing not sitting and should laugh when the player triggers it (Use the Danse macabre track laughter)

🔲  The ringmaster is backface culling and needs fixing.

🔲  The fairground needs more interest

🔲  The main tent needs a cutscene to create a reward half way through the experience.

🔲  Peering down the hole could make players feel nauseous but I’m not sure.

🔲  The drop through the hole is very quick and could be slowed down via gravity or made longer by increasing the depth.

🔲 Entering on the spiral staircase could create a feeling of sickness but I’m not sure. I may have to make the stairs a lot deeper and simpler so that the player feels like they are dropping down rather than bumping down the stairs. The curve may also need to be make a lot bigger so that the player doesn’t feel like they are moving their head too much.

🔲  The lower level needs more interest . this should have a paper night garden.

🔲  The player should be able to pay the mystic the silver coins to escape.

Next Steps:

✔️  Fix essential issues so that I can make the version available for testing as soon as possible.

✔️  Write a User Testing Consent form and email to all testers that have access to an oculus go HMD  and controller.

✔️  Start User Testing proper on Monday (Week 7)

✔️  Complete Marketing and Dissemination Campaign plan by Sunday – Draft 01

✔️  While user testing I need to complete a cut scene and animated character to fulfill the SMART goals by end of March.

Oculus Go Development Unity 2019.3 – Version 37 install

https://developer.oculus.com/documentation/
The steps I took for Oculus Integration to Unity 2019.3 :
  1. Oculus Integration install via Unity Asset Store (Avatars, etc)
  2. Oculus XR plugin install via Package Manager
  3. Unity XR Management install via Package Manager
  4. Unity XR Legacy Input Helpers install via Package Manager
  5. Unity – Edit – Project Settings – XR Plugin management – Install Oculus XR Plugin
  6. Restart Unity to see new UI for Oculus
  7. Unity – Edit – Project Settings – XR Plugin management – Plugin Providers – Add Oculus Loader
  8. Unity – Edit – Project Settings – XR Plugin management – Oculus – Create serialized instance of the settings data

Build Android 

  1. Install Android SDK and NDK tools, and Open JDK – Unity Hub – Installs – 2019.3 – Add Modules – Android Build Support – drop down menu
  2. Create and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not working for my build to upload to Oculus)

Oculus Go Development Unity 2019.3 – Version 37 install

https://developer.oculus.com/documentation/
The steps I took for Oculus Integration to Unity 2019.3 :
  1. Oculus Integration install via Unity Asset Store (Avatars, etc)
  2. Oculus XR plugin install via Package Manager
  3. Unity XR Management install via Package Manager
  4. Unity XR Legacy Input Helpers install via Package Manager
  5. Unity – Edit – Project Settings – XR Plugin management – Install Oculus XR Plugin
  6. Restart Unity to see new UI for Oculus
  7. Unity – Edit – Project Settings – XR Plugin management – Plugin Providers – Add Oculus Loader
  8. Unity – Edit – Project Settings – XR Plugin management – Oculus – Create serialized instance of the settings data

Build Android 

  1. Install Android SDK and NDK tools, and Open JDK – Unity Hub – Installs – 2019.3 – Add Modules – Android Build Support – drop down menu
  2. Create and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not working for my build to upload to Oculus)

Career update: Roles, job specs and SMART Goals

Goal: Cinematic VR Immersive Design & Animation
Roles: indie/freelance Real-time Cinematic Animator, VR App Developer, Character Designer and/of Experience Designer and/or Lecturer for games for entertainment,education, instruction, arts & Heritage. 

SMART Goals 
  • Unity Game Engine 
  • Real-Time Cinematography 
  • Character Design
  • VR Mobile Applications
  • Immersive Experience Design 
  • 1) UNITY GAME ENGINE DEVELOPMENT
To be fully competent using the unity game engine , I need to be able to demonstrate that I understand all aspects of the production process and implement best practice principles. I will do this by integrating all aspects of the engine in my current project, Lunarium. I will do this by the end of March 2020. 
  • 2) REAL-TIME CINEMATOGRAPHY PRODUCTION 
To be able to work as a real-time animator, I need to be able to demonstrate that I understand how to produce cutscenes using the unity game engine. Working with narrative, storyboarding and animation principles I will use Cinemachine and timeline to produce a cut scene for Lunarium. I will do this by the end of March 2020. 
  • 3) 3D CHARACTER DESIGN 
To improve my digital character development, I need to design, model, rig and skin a character initially using Adobe Mixamo. I will then extend this to a 3D software such as 3DsMax, Maya and Blender. To do I will produce one character to include in my current project, Lunarium. I will do this by the end of March 2020.
  • 4) MOBILE VR 
To work towards XR Development, I need to focus on real-time VR production. I need to demonstrate that I understand the differences between Mobile VR production and VR for PC and Console Devices. To do this I will research optimisation techniques, implement these in Lunarium and deploy to Oculus Go. I will do this by by the end of March 2020. 
  • 5) IMMERSIVE ENVIRONMENT DESIGN
To become a specialist in immersive environment design for Animated Film and Games, I need to apply research from GDC and Academic papers in the development of my environment design in Lunarium. To do this I will connect with experts in the field, watch GDC and locate one paper each week that focuses on Environment design. I will also reconfigure my own personal ‘nature’ environment research and apply this to my new practice. I will do this by March 2020. 
Job Description examples: 
Cinematic Animator: 
_________ is searching for an exceptionally talented Cinematic Animator to join our RPG team.
As a cinematic animator you will work closely with narrative, art, audio, and design teams to create compelling story telling moments through engaging cinematic content. 
In this role, you will be responsible for creating emotionally impactful character performances within our cutscenes and cinematic content. 
You will have the opportunity to be involved in all aspects of cinematic production from conceptualization through final implementation. 
In addition to delivering spectacular animation, you will contribute to the continuous improvement of our cinematic pipelines, tools and processes.
SKILL SUMMARY:
  • Understanding of the animation pipeline and processes from conception to final implementation.
  • Practical knowledge of current 3D software (Maya, 3DS Max and Motionbuilder).
  • Ability to collaborate well with artists, writers, designers, and programmers.
  • Strong understanding of animation principles, character posing and staging
  • A self-motivated team player with good communication skills.

Immersive Experience Environment Designer: 

XR (VR/AR/MR) Designer: 

Character Designer for Games and Real-Time Animation:  

Animation Lecturer (expanded) : 



Reflection
Personal needs and considerations: 
Work/life balance (could work in blocks punctuated by time off/set back time) 
Creative Team collaboration and the opportunity to work on larger scale projects than I would be able to develop as an indie developer. 
Personal project time through the year In which I would have full creative control. 
Continual Skillset Development in a supportive environment 
Financial Stability 
Travel opportunities 
Research opportunity 
Feel proud of the work I do. 


Career update: Roles, job specs and SMART Goals

Goal: Cinematic VR Immersive Design & Animation
Roles: indie/freelance Real-time Cinematic Animator, VR App Developer, Character Designer and/of Experience Designer and/or Lecturer for games for entertainment,education, instruction, arts & Heritage. 

SMART Goals 
  • Unity Game Engine 
  • Real-Time Cinematography 
  • Character Design
  • VR Mobile Applications
  • Immersive Experience Design 
  • 1) UNITY GAME ENGINE DEVELOPMENT
To be fully competent using the unity game engine , I need to be able to demonstrate that I understand all aspects of the production process and implement best practice principles. I will do this by integrating all aspects of the engine in my current project, Lunarium. I will do this by the end of March 2020. 
  • 2) REAL-TIME CINEMATOGRAPHY PRODUCTION 
To be able to work as a real-time animator, I need to be able to demonstrate that I understand how to produce cutscenes using the unity game engine. Working with narrative, storyboarding and animation principles I will use Cinemachine and timeline to produce a cut scene for Lunarium. I will do this by the end of March 2020. 
  • 3) 3D CHARACTER DESIGN 
To improve my digital character development, I need to design, model, rig and skin a character initially using Adobe Mixamo. I will then extend this to a 3D software such as 3DsMax, Maya and Blender. To do I will produce one character to include in my current project, Lunarium. I will do this by the end of March 2020.
  • 4) MOBILE VR 
To work towards XR Development, I need to focus on real-time VR production. I need to demonstrate that I understand the differences between Mobile VR production and VR for PC and Console Devices. To do this I will research optimisation techniques, implement these in Lunarium and deploy to Oculus Go. I will do this by by the end of March 2020. 
  • 5) IMMERSIVE ENVIRONMENT DESIGN
To become a specialist in immersive environment design for Animated Film and Games, I need to apply research from GDC and Academic papers in the development of my environment design in Lunarium. To do this I will connect with experts in the field, watch GDC and locate one paper each week that focuses on Environment design. I will also reconfigure my own personal ‘nature’ environment research and apply this to my new practice. I will do this by March 2020. 
Job Description examples: 
Cinematic Animator: 
_________ is searching for an exceptionally talented Cinematic Animator to join our RPG team.
As a cinematic animator you will work closely with narrative, art, audio, and design teams to create compelling story telling moments through engaging cinematic content. 
In this role, you will be responsible for creating emotionally impactful character performances within our cutscenes and cinematic content. 
You will have the opportunity to be involved in all aspects of cinematic production from conceptualization through final implementation. 
In addition to delivering spectacular animation, you will contribute to the continuous improvement of our cinematic pipelines, tools and processes.
SKILL SUMMARY:
  • Understanding of the animation pipeline and processes from conception to final implementation.
  • Practical knowledge of current 3D software (Maya, 3DS Max and Motionbuilder).
  • Ability to collaborate well with artists, writers, designers, and programmers.
  • Strong understanding of animation principles, character posing and staging
  • A self-motivated team player with good communication skills.

Immersive Experience Environment Designer: 

XR (VR/AR/MR) Designer: 

Character Designer for Games and Real-Time Animation:  

Animation Lecturer (expanded) : 



Reflection
Personal needs and considerations: 
Work/life balance (could work in blocks punctuated by time off/set back time) 
Creative Team collaboration and the opportunity to work on larger scale projects than I would be able to develop as an indie developer. 
Personal project time through the year In which I would have full creative control. 
Continual Skillset Development in a supportive environment 
Financial Stability 
Travel opportunities 
Research opportunity 
Feel proud of the work I do.