Professional Documents
Culture Documents
Overview
-
Inspiration
Creative Approach
Technical Workflow
Tools
Learnings
Inspiration
Eureka!
original plan was for a film, fictional painter inspired by van gogh, went into the woods and battled a mythical bear
I usually know when I have an idea I want to pursue when it keeps popping back into my head.
stumbled upon an artist named Alexa Meade that made me believe an idea like this could work
doesnt require toon shading techniques, just carefully painted objects and characters
I selected The Night Cafe because it was perfect for the technical requirements.
many classic elements of VG style including radiating lights, skewed perspective, unusual combination of colors
interiors are preferable because they are limited no looking into infinity
ultimately decided to focus on the visual experience due to time constraints / deadline
I think the focus on atmosphere over interaction worked in the projects favor for this experience
Research
=?
Research = Authenticity
this charming place is called Bandits Roost Alley and inspired what you see through the window in the back
Pre-Production
I wanted to create a shift in tone in the added room but it still needed to feel like a cohesive whole
I wanted it to feel more serene in that added room. you should feel a sense of ease as you go from the clashing colors of
the main room to this area
Design Rules
Software Used
Modeling base mesh, UV layouts, rigging, animation
Sculpting details, painting textures
Game engine
Sketching, texture clean-up
Sculpting characters
Sketching
Modeling
keeping a low poly count is a consideration for every object considering this is a gear VR game
Modeling
I then used mudbox to warp the form to fit the painted style
Modeling
Texturing
Handpainted in Mudbox
No overlapping UVs
Texturing
characters typically took longer to paint because they incorporated more details
texture projection wouldnt work because of the surfaces you dont see from the painting
a lot of trial and error and making creative choices about how to best render non dynamic style lighting in a painterly style
Rigging
RapidRig = AWESOME!
Animation
-
After doing testing with 2 kinects to get mocap data I discovered the animations were unusable
Particle Tests
I did some very rough tests using particles to draw the color instead of shaders (wavy, flowing look)
Flat Shading
Controls
-
Simplified controls
the SDK controller had most of what I needed but I had to modify it slightly, it was having issues using tap and hold to
move forward, built in rotation had to be disabled
swiping down to crouch gave slightly more freedom to the player so they could see the environment from more vantage
points
Optimizations
-
Texture atlasing
Mesh batching
Texture/Audio compression
Learnings
Movement is tricky
as soon as I added characters to the environment that became my favorite thing to go check out
theres something about a moving, character that seems to have some life
particles are really popular in VR. the blooming particle lamps are usually the first thing people comment about when they
try it.
Movement is very tricky and I went through several iterations on control, speed, acceleration but settled on the most subtle
(slow, no acceleration, simple controls, strictly head rotation turning).
you might isolate select players because they cant handle any VR movement but it is a trade o.
the Note 4 handled this better than I expected, it was originally going to be a DK2 demo
stylized worlds without any shadows or per pixel lighting can still create an immersive experience that allows your mind to
day dream
Thank you!