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.