Friday, March 5, 2021

Labyrinth VR Experience - Second Update

Continuing on expanding the Labyrinth VR Experience, I focused on filling out the levels, building the interactions, and increasing performance. I've also been preparing a facial rig for animation.

Bog Level. Our proxy Ludo is now capable of movement thanks to our animator Tyler. Ludo will wave you over, and upon "petting" Ludo's head, he will raise the rocks for you to safely cross the bog. Upon crossing the bog, the door knockers give the player a riddle to answer. In this level, I focused on optimization, placement of assets, created a paintable, tileable texture for the splat map terrain texture, a tileable texture with a normal map for the tower, interactions, and lighting. I ensured that two rocks closest to the player, as well as the "BEWARE!" sign are things that the player can pickup/throw. I also set up physics constraints on the right door knocker. The left knocker was slightly problematic, but since it's in the proxy stage right now, I made it so you can pick up the object, but you cannot yet put it back.

Unfortunately, due to optimization issues, a great deal of fog had to be removed since the billboards were overlapping. You can see a smidge of overlap still, but it's slight.

Tower Level. Upon entering the Goblin King's tower, created by concept artist and modeler Daniela, the player can take the Goblin King's orb. They are then prompted to "Speak the magic words." Upon saying "You have no power over me," the player is transported to the final level. In this level, I've set up an initial lighting pass, ensured everything has a basic material, set up the interactions and sounds, and created the orb - which the player can pick up - as well as the "magic words" proxy effect.



The words slowly appear in the air after the player picks up the orb.

End Credits Level. This level is set in a dark night sky, and the player is suspended in mid-air. The Goblin King's orb rotates around them with a magical particle effect, while credits roll and "Dance Magic" plays. In this level, I kept the lighting simple because I wanted to emphasize the night sky, I also created the scrolling credits, rotated the orb around the player, and created the magic sparkle proxy VFX.

"Glass" orb with billboarded face of Jareth along with lights and sparkle effect.

Blueprint controlling rotation.

This week I also spent time working on the facial rig for one of the two door knockers that will ask the player to answer a riddle. I'll have this gentleman finished up on Monday, and will be moving on to the next one as soon as Pedro finishes him up.



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