Modelling & bringing to life my first VR experience.
This project was a huge learning curve for me. I had zero previous experience with modelling software or game engines and had never built anything remotely similar to a game before.
Every new step was a new challenge it would take forums and videos to figure out the hows. Regular crashes would occur as I learnt to navigate the different softwares and their capabilities.
Cutting corners was not an option for me as I would not know how to fix it in the long run. Ensuring all my models where as game friendly as possible was key. I also created constant backups of all my files and unity projects.
Scene Modelling, Scene Lighting, Preparing scene in Unity and implementing Unity packages, creation of particle systems (fire & sparks), UI/UX.
3ds Max, Unity, Substance Painter & Pixelmator
Oscar a friend programmed scene transitions, menu to start, end collider to credits.
WHAT WAS THE STORY I WANTED TO TELL?
You wake up alone in the night. You find yourself in a city courtyard, everything seems quiet and deserted. You notice white footsteps on the ground facing you leading out the main street. You are curious so you follow them and follow their interaction with the world around you. However it all starts to get a little more sinister when you see a floating human in the air just bellow a mess of footsteps, you keep following the footprints and notice that they have stopped around a fire which is now glowing blue. Can it get any stranger? What or who is this being?
You keep walking and find yourself in a rooftop bar but all the stools and tables are floating in mid-air with the same blue glow as the fire. You step onto a bridge on the floor you notice white paint pots that have been knocked over the origin of the white footsteps. As you keep walking you notice that something has crashed into the skytrain tracks. It looks like a spaceship. Is this the origin of the strange being? You keep walking and getting closer to the spaceship. As you approach lights begin to flicker and you notice your shadow on the wall when you move. However the shadow has a huge long head. It slowly dawns on you that you are the strange creature to whom the steps belonged to all this time.
PROPS & DETAILS
LIGHT & SIGNS
LOW POLY PLAIN LOOK
I had just finished playing Inside and absolutely loved the clean low poly texture free look which is what inspired my city. Being texture free would also allow me to finish it within the timeframe I had as I was faster at modelling than I was at painting.
Peformance was really important so all the lights were Unity baked to minimize lags.
OUTCOMES & REFLECTIONS
I had just created a VR walking simulator my first ever VR experience! Naturally I was dissatisfied but also very proud of the learnings I had made. All the lights were successfully baked in Unity. I created both a Desktop and Oculus Rift version and it still plays today. I was able to eliminate most of the bugs and craft a hand-in on time. Unfortunately I was unable to create the final self reflection of the carachter on the wall. It would have required programming and I underestimated the learning curve to find the right information for it. If I could go back I would probably start with this instead of the environment.
The learning curve during the 2 months I worked on this project was enourmous. I was over-ambitious with the scope, but I never would have learnt as much had I not been. I look forward to pushing those boundaries further!