Trello Update
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
- Oculus Integration install via Unity Asset Store (Avatars, etc)
- Oculus XR plugin install via Package Manager
- Unity XR Management install via Package Manager
- Unity XR Legacy Input Helpers install via Package Manager
- Unity – Edit – Project Settings – XR Plugin management – Install Oculus XR Plugin
- Restart Unity to see new UI for Oculus
- Unity – Edit – Project Settings – XR Plugin management – Plugin Providers – Add Oculus Loader
- Unity – Edit – Project Settings – XR Plugin management – Oculus – Create serialized instance of the settings data
Build Android
-
Install Android SDK and NDK tools, and Open JDK – Unity Hub – Installs – 2019.3 – Add Modules – Android Build Support – drop down menu
- 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
- Oculus Integration install via Unity Asset Store (Avatars, etc)
- Oculus XR plugin install via Package Manager
- Unity XR Management install via Package Manager
- Unity XR Legacy Input Helpers install via Package Manager
- Unity – Edit – Project Settings – XR Plugin management – Install Oculus XR Plugin
- Restart Unity to see new UI for Oculus
- Unity – Edit – Project Settings – XR Plugin management – Plugin Providers – Add Oculus Loader
- Unity – Edit – Project Settings – XR Plugin management – Oculus – Create serialized instance of the settings data
Build Android
-
Install Android SDK and NDK tools, and Open JDK – Unity Hub – Installs – 2019.3 – Add Modules – Android Build Support – drop down menu
- 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
- Unity Game Engine
- Real-Time Cinematography
- Character Design
- VR Mobile Applications
- Immersive Experience Design
- 1) UNITY GAME ENGINE DEVELOPMENT
- 2) REAL-TIME CINEMATOGRAPHY PRODUCTION
- 3) 3D CHARACTER DESIGN
- 4) MOBILE VR
- 5) IMMERSIVE ENVIRONMENT DESIGN
- 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.
Reflection
Career update: Roles, job specs and SMART Goals
- Unity Game Engine
- Real-Time Cinematography
- Character Design
- VR Mobile Applications
- Immersive Experience Design
- 1) UNITY GAME ENGINE DEVELOPMENT
- 2) REAL-TIME CINEMATOGRAPHY PRODUCTION
- 3) 3D CHARACTER DESIGN
- 4) MOBILE VR
- 5) IMMERSIVE ENVIRONMENT DESIGN
- 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.
Reflection