CP&E – Merging Environments and linking into cohesive experience (Scene transition management)

Merging all the scenes together into one project

We decided this week will be when we merge all of our scenes together after working on them seperately to save time and allow us to work on those scene how and when we wanted. This was done by making my file the overall master file with Lin and Iris packaging their scenes so they could be imported into the project.

This method did require some trial and error and having to locate, relink and add in again some certain assets but overall after some time we were able to successfully merge all the scenes into one project and now of cours we need to spend time to make everything cohesive and all works together in one project.

Separating the Bathroom environment for scene change

After some tests we initially planned to have the future scene be the scene changer, start and end but we felt like it would be easier to have a dedicated scene the user will go back and forth to that focuses specifically on this main mechanic and so it was seperated off further int the scene.

Animating NPC character for start and end scenes

The brief requires us to have NPC characters in some way in the scenes and our narrative starts with the doctor talking to the player about the medicines and so I tried to find some models on Mixamo. From the images below you can see that I found this paricular model and textured him in Unity and overall i feel does look the part of the character from the script

I then looked further on Mixamo to find some animations which includes him standing idle, talking and walking to leave the room which I was able to find and implement overall in the scene but i am not an animator and while these are not perfect in the game they do work as a whole.

Experimenting with Elderly XR rig

Creating Rain effect outside the windows

In the 1990s scene i thought it would add more to the atmosphere of it being dark and dreary to add some rainfall outside to really add to this emotion and hopefully show this feeling to the player as well. This was created using some particular effects that are on loop on one side of the building only where it is viewable through the window.

Adding in Spatial Sound into the 1990s scene

I also wanted to experiment with some spatial sound and so I decided to add a radio to the scene that can be playing static and when it is interacted with it can either be tuned or turned off just as some additional elements for the player. Using spatial sound it can sound louder closer up and quieter as the character walks further away.

I also wanted to add some spatial sounds with the rain outside so that when a character walked closer to the window the rain would sound louder and then quiter as they walked away which i thought worked quite well in the whole experience.

Creating AR UI in Spark AR and incorporating Filters

In Spark AR i started to experiment with the overall user interface and how buttons are created and interacted with the in the App which i discovered is straightforward to do but can become quite complex and a lot with the more interactions that are added because of the long string of events which need to be tied together overall.

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