FMP – Developing some visual animations and more updates to the hotel lobby

Creating hotel Lobby Updates

After creating the initial general layout for the hotel rooms section of the experience I knew that I would need to add a lot more elements including doors to enter the room and also the ‘reflections’ for both of the players to even see one another.

I created a couple of wholes in the wall to show a large mirror in the main room area and also another whole for the bathroom mirror to allow some more ways to see one another at the end of the game and hopefully more ways to interact.

Interactive Door Handles

For this experience i wanted to try and add much more interactivity and one thing that i thought would be a small but impactful interaction would be the users being able to open doors themselves using their hands. So i went online and followed a tutorial using some unity asset store doors where creating some grabbable colliders you could grab and rotate the door to which ever position you wanted on its axis limits.

I did however have one small issue which was the door wouldn’t remain static and had some problems where once it was opened it could move on its own very fast and so this is something i need to look into further.

Hotel Lobby Animations

I began to be become a bit obsessed with trying to make the hotel lobby more interesting and really look more like it is part of a glitched and broken world. So to do this I wanted to add some animations which included moving and rotating objects that could float around the player above head and also have some lights that could change colour and flick on and off.

Finding music and Sound Effect files

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FMP – Further Environment Developments, Adding Assets and Further Player 2 testing

Creating the Hotel hallway and rooms

This week i further continued to develop the environments and I have now created the general Hotel rooms layout for both player one and player 2 due to this being much easier to do for this particular section of the environment. I created the layout floating above the elevator so that the elevator environment can hopefully slot in easily for the player to continue to progress to this section.

Developing the Alley way with Assets

After i had created the initial layout or area for the alleyway I wanted to start populating it and making it look more appropriate and visually interesting to the player. I looked on the Unity Asset store and found an alleyway pack that i started to take sections and separate to manipulate for my own alleyway design as you can see from the photos below.

To also show that it is a realistic continuous alleyway i didn’t want dead ends made from walls or buildings and so I just decided to add a fencing which could be used to show the start and end of the playable section for the user.

The main element for this section is to also have a gateway that needs opening with the help of the other player and so i spent more time creating this particular element ensuring that it will be ready for interaction and animation from both players.

This section i also really want to showcase the floor reflection of the other player and i wanted to do this through puddles but for now i have simple cut out some holes in the flour and used a transparent material to allow the player to see the other side this way.

Developing the hotel Lobby with Assets

After decorating and making some changes to the alleyway i wanted to also decorate the hotel lobby since the player could spend a lot of time here and i wanted it to look interesting from the start of the experience. So i added some textures and also began to add some furniture and lighting overhead to make it more interesting to explore and i will continue to add additional interactions as i develop the project further down the line.

FMP – Initial Creation of Experience Environment for Player One

Starting to create the Environment Scene

During the week i started more to fully develop the environment in the Unity scene now that i had finalised the narrative more and also the map layout that i wanted to create for the game and so i started to make the ‘Primary scene’ for the experience.

Creating the Hotel Lobby

One area that i wanted to start with was the hotel lobby since this is the largest area and also the started tutorial area so felt this would be a good area to start. I couldnt find much online for some assets to use and i am not much of a modeller so i wanted to create the scene using Unity built in assets and you can see my process below for started to create the hotel lobby which including two floors, stairs, Pillars, concierge and door to the next area of the experience:

Creating the Hall of Mirrors

Behind the hotel lobby is the hall of mirrors sequence which again i decided to create using objects within the scene and i spent time creating each of the mirrors in different positions and sizes to create my idea of this hallway. Some of the mirrors i used a texture to make them dirty and some were clear to simply differentiate it a bit further to make some slightly interesting elements

Creating the Alley Way

One element that i was really excited about for my experience was the alley way which i could have removed because it isnt fully needed for the hotel but i wanted some visual differences and interests to the player. This was also the only way i could think to include a reflection in the floor that was large and could use rain effects. The alley way was then again created using assets from Unity and i created a simply low textured layout that would work for this area:

Creating the Elevator

The elevator was then created in the next section after this again using a simple mirror transparent area and also a simple box with sliding doors to simulate what the elevator could look like in the experience. I made the elevator fairly big to a standard one you would see in real like to allow the players more movement and meaning i could do more for the puzzles during the gameplay.

FMP – Creating Unity Research Test Environments and Recording voice performances for Experience

Finalising the Story Script

Recording the Dialogue

Now that i had all of the script and dialogue completed to an area that i am currently happy with, i decided to record the first set of dialogue for the first dimension or player One. Once again my friend Alex who has kindly appeared in all of my VR projects so far has agreed to appear as the voice player ones caller and we were able to record all of the dialogue in one sitting during this week which i was really gratefuly for.

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Recording the Alternate Dialogue

During this same week as well, my friend Tali also kindly agreed to be the voice of player twos caller and using Alex’s recording she very kindly spent time copying his timings and speed to match the same dialogue as his so the timings wouldnt be off for either player which i think all works incredibly well overall.

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Editing the Voice (Phone Sound Effect)

Once i had all of the voice recording for the experience, i spent some time editing all of the voice clips in Premiere pro using the high pass effect which gives it the static or echo like noise effect that you are hearing a radio or phone call from the voice so that it gives the user the idea they are hearing the person through a headset or ear piece hopefully in the final experience.

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