Monday, February 28, 2022

Continuing to Polish

 Cyberstein Sprint #4

This week, our team continued to polish the things that we already have. I went ahead and started to create the material instance for our material swap. The body replicator will print out body parts and at the beginning of the machine, they will start with this material pictured below. I'm working on trying to set it up in the level BP as well as the monitor screens that will display the Media Player texture materials that I created! Ryan also continued to polish the mocap animations that we have with the updated Victor model from Kaylie and Jazz continued to work on our SFX and audio cues! Brian went in and made some edits to the lighting to make it more reminiscent of Blade Runner. And Piper is continuing to polish the assets that we have as well! We're still working on setting up certain cues for some things, but we have pretty much all of the assets completed. :-) They just need extra polishing now!


Wednesday, February 16, 2022

Implementing VFX & SFX

Cyberstein Sprint #3

This week, we spent a lot of time trying to get all of the proxies in for our VFX effects. Jaz also spent quite a bit of time polishing our SFX and working with Robert, the composer for our VR experience. Brian and I spent some time getting a lot of our proxy VFX into engine. Ryan continued to polish our mocap animations and tweak our already existing BPs. I worked on setting up a BP and spline system for the VFX for the saw traveling along the border of the garage door. I also did a lot of research into how we would do our material switch, and we decided that we would attach it to our button BP and time the material switch appropriately. Kaylie and Piper also continued to polish the assets we have and add new ones to the project! Everything is coming a lot quite smoothly!




Wednesday, February 2, 2022

Beginning/Middle/End, Part 2

Cyberstein Sprint #2

During last week's critique, it was noted that it was difficult to understand what buttons/objects you can and cannot interact with. The story was also hard to follow because the user was required to read from a tablet, but also play the experience at the same time. For this sprint, we focused on making it more clear as to what objects could and should be interacted with by adding a post processing material to interactables. I created this material to be used with a post processing volume to highlight interactable objects/buttons in our experience. When Kellie play-tested our experience last week, she was able to spawn underneath and on top of the level map. So, one of my priorities was to fix the Nav Mesh so that this was no longer possible. I also continued to work on our trigger event VFX: specifically, the fog and sparks. We were also able to implement dialogue so that the player would no longer have to look at the tablet to follow along with the scene. This week, Ryan and I worked together on the level BP and the police siren BP to get some of the VFX to play during certain trigger events: like the police lights. Jazz was able to get a bunch of people in the VO booth to work on voice overs too! Everything is coming along really smoothly! :-)