Lunarium: Next Development Phase

After having a chat with Al, at the course debriefing, we talked about some of the challenges I’d faced and how to proceed over the next 3 – 6 months.

After some considerable research and deliberation, and thinking carefully about where to put the focus of my time and effort in the immediate term,  I decided I would continue to develop Lunarium. I had researched a lot and had already decided that I wanted to develop for the Oculus Quest and was certain that due to the rapid development of VR it would be best to use a stable version of Unity. Unity 2019.3 will soon be launched as 2019 LTS and so it makes sense to work with this. I need to keep throwing myself back into the engine so that it becomes an extension of my arm and not an attachable robot component :).

I also needed to think about the development environment as I have three main objectives. I want to create:

  1. VR for stand alone and mobile devices which will optimise performance but not affect quality. 
  2. Post processing for material effects to create a truly papery stop-motion hybrid set.
  3. VR Narrative Interaction for immersive storytelling which will help to develop Fizhogg (currently on the back burner). 
I am going to look specifically at VR narrative such as Grimms fairy tales or maybe, my own stories. For me, storytelling begins with the characters and the short stories I hear from the everyday which are elaborated upon to bring out the humour and depth. These short stories form part of a larger, fantastic world which always has roots in reality.
In regards to hardware, I have a great Windows PC which will carry the load but in addition to this I am hoping to add an Oculus Quest with Link in June (thanks For the clarity on this Al!). It’s my birthday in June and I think I’ve been good enough (well, as much as anyone else knows anyway!) This will mean that I will be able to develop for standalone first (without constraint) and then convert to mobile VR for release on oculus after that. This approach means that my concept takes the lead rather than the limitations of the platform. 
The best of all worlds 🙂 
Required: 
Unity 2019.3 (will update to 2019 LTS soon) 
Unity 3D project set up 
XR Interaction plug-in 
Oculus Quest 
Link 
Caramac & Coffee 

Lunarium: Next Development Phase

After having a chat with Al, at the course debriefing, we talked about some of the challenges I’d faced and how to proceed over the next 3 – 6 months.

After some considerable research and deliberation, and thinking carefully about where to put the focus of my time and effort in the immediate term,  I decided I would continue to develop Lunarium. I had researched a lot and had already decided that I wanted to develop for the Oculus Quest and was certain that due to the rapid development of VR it would be best to use a stable version of Unity. Unity 2019.3 will soon be launched as 2019 LTS and so it makes sense to work with this. I need to keep throwing myself back into the engine so that it becomes an extension of my arm and not an attachable robot component :).

I also needed to think about the development environment as I have three main objectives. I want to create:

  1. VR for stand alone and mobile devices which will optimise performance but not affect quality. 
  2. Post processing for material effects to create a truly papery stop-motion hybrid set.
  3. VR Narrative Interaction for immersive storytelling which will help to develop Fizhogg (currently on the back burner). 
I am going to look specifically at VR narrative such as Grimms fairy tales or maybe, my own stories. For me, storytelling begins with the characters and the short stories I hear from the everyday which are elaborated upon to bring out the humour and depth. These short stories form part of a larger, fantastic world which always has roots in reality.
In regards to hardware, I have a great Windows PC which will carry the load but in addition to this I am hoping to add an Oculus Quest with Link in June (thanks For the clarity on this Al!). It’s my birthday in June and I think I’ve been good enough (well, as much as anyone else knows anyway!) This will mean that I will be able to develop for standalone first (without constraint) and then convert to mobile VR for release on oculus after that. This approach means that my concept takes the lead rather than the limitations of the platform. 
The best of all worlds 🙂 
Required: 
Unity 2019.3 (will update to 2019 LTS soon) 
Unity 3D project set up 
XR Interaction plug-in 
Oculus Quest 
Link 
Caramac & Coffee