I was on the video team when we were going over this project, so I fell a little behind. But I found Mixamo and Fuse easy to use and got the hang of both things fairly quickly. I definitely wish I would've known about these programs 3 years ago... would've made my life a lot simpler. I had a lot of fun messing around with Mixamo and Fuse for this project. Since I found out that we could have the characters do the "Thriller" dance by Michael Jackson, I...
I love how this class finds work around for things. Last week we learned how to animate without coding and this week we learned how to make characters without 3D modeling. Mixamo is a program that lets the user create a character based on a set of options similar to the character creation system in videogames such as the sims and skyrim. Fuse lets you pick body parts, clothing, and even textures to create your ideal character. Once a character is created, it can be uploaded onto the mixamo...
Assignment 4 – Sarconi
- by Paul Sarconi
- October 28
- in
I was on video team one, so I had a lot of difficulty with this assignment. The funny thing is I somehow stumbled into making my project work. I downloaded a character from Mixamo, Douglas, at least four times but I couldn’t get one to work with the normal skin and outfit on. The fifth time it worked perfectly, albeit he was in zombie mode. After I fixed him up, I then made an army of Douglas’, each of whom danced to the animation “Thriller Part 3”. After that, I...
Adding interactivity into a scene through playmaker is easier than I expected. The visual programing that playmaker provides converts lines of code into many options within unity engine. Clear flow charts represent how your animation moves. However, I found that this way of animating to be very limiting because you can only activate what animations are premade and tied to the models. I was frustrated that I could not easily move a character’s arm in a specific way. For example, in my scene there is a large zombie outside the...
An Interview with Dan Hurd – Design Lead ‘Lucky’s Tale’
- by Prasanna Kulkarni
- October 10
- in
A couple of days ago I interviewed Dan Hurd (@thekrakenisme) from Playful Corp over phone(Thanks Dan!). Dan is the Design Lead on the VR game 'Lucky's Tale' made especially for the consumer version of Oculus Rift. Dan was incredibly generous with his time and thoughts on VR storytelling and the process of making a game for Virtual Reality platform. We talked on a variety of topics such as developing for Oculus, prototyping ideas, best practices for developing a game for VR, tools, tricks, tips and the future of VR. The...
My thoughts on the book ‘Slay the Dragon’
- by Prasanna Kulkarni
- October 10
- in
I finished reading 'Slaying the Dragon' a couple of days ago, and I am glad I did.The book is not only about art of storytelling in games; but is a very good guide to the process of game design.It is an interesting/informative/fun read and although the book could be read in a weekend I would suggest to take your time to read it as it gives you time to think over the points that it makes. The principles in the book are directly applicable to any form of storytelling that one is...
Assignment 3 – An Added State of Frustration
- by Andrew Polino
- October 10
- in
The hardest part about this assignment by far was trying to move beyond getting the treasure box to open and close. I wanted to incorporate animals into my scene (birds and butterflies) mainly. My goal was to get them to move to different places on the island. I also wanted to add a boat that would glide up to the part of the shore you stood on when you walked to a certain part of the trigger. This proved to be too ambitious. I didn't even get to the boat...
Assignment 3: Interactive Scene
- by Kristen Powers
- October 10
- in
Kristen Powers This project was a struggle for me, as I could not get my character to animate correctly. It did animate, but it is not exactly how in envisioned it. I will continue to work with it, but I am turning it in knowing it needs improvement because I took many stabs at trying to fix it, but could not seem to get it right. I did learn new tools and started to understand Playmaker a little more, but I am still having a hard time wrapping my head...
This assignment was... incredibly frustrating. Originally, I wanted to do a super elaborate interactive scene where the player is on a farm. I wanted the player to start off in a farm house and be able to walk around in the scene, exploring the various parts of the farm. The player would be able to open gates, jump over fences, witness animals walking around, and interact with the animals, as they either run away from you or come up to you as you approach them. I also wanted to have...
Learning how to create interactive scenes is a huge step toward making more immersive experiences. In "real" reality, all actions have a reaction. Allowing a user's actions to have impact in the virtual world helps to make the user feel like he or she is really there. My interactive scene features two main interactive elements. The player starts off in dark tunnel, but as he or she walks forward, lights overhead turn on. As the player moves away from a light, it remains on, but dims to a less powerful level. The light...
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