Showing posts with label Common Art. Show all posts
Showing posts with label Common Art. Show all posts

Wednesday, July 20, 2022

Sprint #5 Delivery

 




For this sprint I was tasked with fixing the Emmi scan so that it didn't spin around wildly anymore which I was able to fix with just a simple change of a setting in Niagara. The rotation coordinate space needed to be in local space not mesh space. I also attempted to update the hint scan to make it prettier, but when I added a fresnel it created weird lines across the oculus screen, so I decided to cut that.

Wednesday, July 6, 2022

Sprint #4 Delivery

 


My tasks this sprint were updating the dust vfx, tweaking the hint scan vfx to make the objects it highlights more visible, and then updating the emmi scan vfx. I'm still not completely happy with the emmi scan and I will probably work on it through the next sprint as I want there to be an outline around the mesh. I haven't found a good way to do it just yet, so I have a sphere mask in place while I test more methods out.





Wednesday, June 22, 2022

Sprint #3 Delivery

 


For this sprint, I created the Emmi scan to mirror what is in Metroid Dread. I would like to push this further, but this is the first pass currently. I also updated the sparks and smoke vfx that is currently in game.





Wednesday, June 8, 2022

Sprint #2 Delivery

 






For this sprint, I was tasked with getting the scan material/effect working so that it would highlight the next step for the player. I created the material and the material parameter collection and Ismael and I worked together to get the scan to work within the step blueprints.









Wednesday, May 25, 2022

Sprint #1 Delivery

 




My tasks this week consisted of getting the outline to toggle on and off between the correct steps. Right now, they are set on trigger boxes - this will be fixed and polished later on. I was also unable to add the outline to two of the steps as they use the same blueprint, so the option of creating a public variable for this was brought up to me - this will also be added later on.



Wednesday, April 20, 2022

Sprint #7 'C' Level Delivery

 







For this sprint, I was tasked with spawning the falling debris from the ceiling on step 4. I was also tasked with adding an outline around each step's static mesh component. This part still isn't working as the outline is just not spawning. I've tried multiple different methods, but it's still not working. I'll keep working on this through next sprint more than likely.

Wednesday, April 6, 2022

Sprint #6 Delivery

 



For this sprint, I was tasked with getting the lights to turn off and on within the step blueprints as well as attached the sound effects to the correct VFX within the blueprints. We created a separate blueprint with all the different lights attached to it, so that could be called in each individual step blueprint.





Wednesday, March 16, 2022

Sprint #5 Delivery

 



For this sprint, I was tasked with cleaning up the blueprints for the step system as well as triggering when the different vfx and animation plays throughout the experience! I also updated the animation sequence with audio. This still needs to be adjusted, but the audio should play with the animation.





Monday, February 28, 2022

Sprint #4 Delivery, Asset/Feature Complete

 






For this sprint, we did a ton of polishing. We worked hard to get the boat movement on a spline which we successfully were able to make happen! I did the boat rotation along the spline and I added the fireflies to the boat spline as well. I fixed the lantern gravity and mass. And I helped with destroying the fireflies once they were in a trigger box.

Wednesday, February 16, 2022

Sprint 3 - Delivery, Sound & VFX

 






For this sprint, I added a firefly VFX to guide the player through the experience. I have it attached to a spline which will eventually get attached to the boat spline. The fireflies are on their own blueprint currently with their own timeline. I also optimized the lanterns so the shader complexity isn't as bad to improve performance. 

Wednesday, February 2, 2022

Sprint 2 - Beginning, Middle, and End Part II

 





For this sprint, I completely redid the lantern particle systems. We moved from Niagara to Cascade. I got the fade in and fade out of the particles working and Laura created the trigger box system that spawns the lanterns from the boats. I also created the begin and end fades and helped Laura set that up in blueprints. I also helped with the lantern spawning blueprint that gets called when the player overlaps the trigger box.



Monday, January 24, 2022

Sprint 1 - Beginning, Middle, and End Part I

 



For this sprint, I created the level sequencer that fades the level in and out, I added interactable lanterns around the boat (this is still a work in progress, but the functionality is there), and I cleaned up the lighting and atmospheric fog a bit.

Thursday, November 18, 2021

Week 13 - White Boxing and Concept (Part 01)



For this week, I worked on the visual effects slides for the PowerPoint and I worked on the lantern particle system a bit more. I made the particles more spread out and had them spawn in a square. I tested 100 particles vs. 200 particles. 200 particles drops the frame rate after a bit, so I think we're going to stick with using just 100 particles. For next week, I'm going to work on making the particles spawn in a volume and have them spawn from a specific point to fan out into the volume.

Thursday, November 11, 2021

Week 12 - Art Style Guide (Custom Style Guide/Starting Prototype)

 



For this week, I helped create the visual effects and technical considerations slides of our PowerPoint. I also created a test particle system using Niagara for the lanterns. I used a cylindrical static mesh and spawned 100 of them. I started with 200 initially, but that didn't work well with VR, so I cut it in half. I also created a water material. I would like to still work on the reflectivity of it, but I wanted something in the project now to simulate what the water will kind of look like. I also created the naming conventions documentation for our team, so we can have cohesive naming structure.

Thursday, November 4, 2021

Week 11 - Art Style Guides (Discovering Your Own Art Style)

 


For this week, I helped create the lighting, vfx, and special design considerations slides. We focused on what the scene we are planning to create was going to look like as well as only keeping that in mind for all of our analyses. Our main focus for these slides was the natural lighting, the particle effects (fire and lanterns) as well as the water and atmospheric fog, and the sitting down/first person considerations in VR.




Thursday, October 28, 2021

Week 10 - Art Style Guides (Art Style Range and Breakdown)

 



For this week, we worked collaboratively on the PowerPoint, but I took more of a focus on the visual effects and special design considerations of Tangled. A lot of the visual effects in Tangled involved water, fire, and a special glow on objects. And as for the design considerations, there was a ton to consider for Rapunzel's hair to the point where they had to create all new systems for her hair simulations.


Sprint #5 Delivery

  For this sprint I was tasked with fixing the Emmi scan so that it didn't spin around wildly anymore which I was able to fix with just ...