Wednesday, June 8, 2022

Cyberstein Summer Sprint #2

Lighting & Team Organization Revamped!

This week, my contributions were made to organize the team by taking the spreadsheet Jaz made for us all and translating them into individual tasks into JIRA. I created a JIRA board for us to effectively document the amount of tasks we have and to be able to assign them to individuals in order to make sure that everyone is accountable for their assigned tasks and to stay on track with the project. I've also completely revamped the lighting in our scene and done some set dressing as well. I've added some quick proxy emissive materials to some of our light sources, created light blueprints in order to provide more dynamic lighting to the scene, and hooked them up inside of the level blueprint in order to trigger at certain times. I also found a few SFX and hooked them up to the lighting BPs so that it would sound like flickering light or an alarm blaring (this one still needs to be tweaked). We're experiencing a few bugs that we're currently trying to troubleshoot (like our main lightning effect and fog simulations). 

Before New Lighting Pass




















After New Lighting Pass






















Sprint Video



As a team, I think we've decided to go for a little bit of a different mood and take inspiration from a few scenes from the 1982 Bladerunner movie. Things definitely feel like they're moving along more smoothly and quite a bit has gotten finished this sprint. Super proud of everyone!

Tuesday, May 24, 2022

Summer Sprint #1

 Return from Summer Break!

This week, we've returned from Summer Break and have gone into a bit of a planning phase. We're really trying to button up any loose ends and begin tracking high priority tasks more closely. For the first two classes, Anthony and I were collaborating on what simulations and VFX need to be completed by the end of the project. We decided that we're going to do pre-baked destruction simulations in Houdini for the different endings. We've already begun looking up how we can achieve this and have begun development within Houdini. Lighting will need to continue to be worked on as we continue to filter more assets into the scene. Looking forward to what we will be able to accomplish by the end of the semester! 



Wednesday, April 20, 2022

Cyberstein - Build & 'C' Level Delivery

 Cyberstein Sprint #7

This sprint, I focused on redoing the lighting for our scene! For this project, we're taking a lot of inspiration from Blade Runner, so I decided to use one of the Syd Mead's Sci-Fi apartment concepts for reference. I also created my own cube map with a Blade Runner-esque cityscape. 
























































I'll continue to do more lighting passes as we begin to populate the scene with our final meshes and materials. 

I also worked on setting up certain events inside of our Level Blueprint. The police lights now only trigger when the endings are played, rather than flashing the entire time. Ryan and I also did a lot of troubleshooting some last minute blue prints (like the thunder BP which triggers the bolt of lightning VFX and flash of light, and the material switch for our meshes). We also play tested quite a bit to make sure things worked before and after building our project for tomorrow's C-Level presentation.


 

Wednesday, April 6, 2022

Cyberstein - Polish & Level BP

 Cyberstein Sprint #6

This week we focused a lot on trying to figure out what things we really wanted to nail down and polish within our VR experiment. Since I've been having a few issues with the spline for the last Sprint or so, I decided to modify it a bit. I've done quite a bit of research and reference gathering, but I think I know what I'm going to do now. I've decided to take the saw away completely and replace it with a really small emissive sphere with the sparks VFX attached to it. I'm also going to attach a beam emitter to the BP so that the laser cutting through the garage door leaves a "heat trail" behind. It's also extremely dark in our scene right now, so I went in and made some slight light changes so that it wasn't as hard to see in some areas. Along with the "garage door being cut down effect", Ryan and I worked together to implement the timing into the scene itself, so now it only plays when the endings are triggered. We also worked together in creating an environment animation and attaching it to a BP, so that the garage door falls when the ending is played. We've yet to implement that specific BP into the level BP, but it's on it's way!