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

Wednesday, June 8, 2022

Pokemon VR status update

 

This sprint I focused on polishing the functionality of our widgets with dialogue and health being the focus. Additionally I added the pokedex to the player's hand and moved UI elements to appropriate places there

Wednesday, May 25, 2022

Pokemon sprint update


 


This sprint was mostly asset cleanup and some bug fixes. The UI to register health proved more difficult than I thought, so I didn't manage to get it in time

Wednesday, April 20, 2022

Pokemon Sprint Update

This sprint was spend polishing the interactive pokemon. I took away the buttons for selecting the pokemon and it is not triggered by touching the pokeball, The interactive pokemon are also on their own blueprint and I figured out why they wouldn't walk around. The battle system is coming along with the pokemon moving to the correct locations and moving to attack.
 

Wednesday, April 6, 2022

Pokemon VR sprint 6 update

 

Sprint 6 I got caught in a struggle with the UI that took too much time. Adding Squirtle to the system and reworking the pokemon starterball blueprints took longer than I wanted, but the battle system is underway and an in progress mess

Wednesday, March 16, 2022

Pokemon VR Update Sprint 5


 This week was a bit hectic since we gained so many new members, We started adding in the pokemon interactivity as well as updated UI elements

Monday, February 28, 2022

Pokemon VR sprint 4


 This sprint had quite a few hiccups. In addition to not much time, the player controller broke and so not much progress was made since I was trying to figure out what was wrong with that. I did add a third dialogue box telling the player what to do at the battlefield, but I wasn't able to implement the interactable pokemon.

Wednesday, February 16, 2022

Pokemon VR Sprint 3

 

This sprint I streamlined the experience some and added in the animation blueprint for the professor. I also worked in the VFX for the pokemon attacks and recall pokemon.

Wednesday, February 2, 2022

Pokemon VR Sprint 2

 

This sprint I managed to adapt our dialog and widget interactions to be more user friendly. I also added in the exit widget for once the player ends the experience. The new dialog boxes allow for sequential appearance and disapearance that was lacking from the previous ones. I also added in a more visible icon for where the player should go to initate battle and go through the end of the experience.

Monday, January 24, 2022

Semester two, first sprint

 This first sprint, I was focused on both adding functionality and character rigs. I created new rigs for the animators with IKs and controllers on the two pokemon. I also implemented parts of the new script we created for the dialogue. The professor moves to his battle location and sends out a pokemon once you have selected yours, and I created an interactive menu attached to the hand for the upcoming battle system. The interactive menu currently just has one button that sends the user back to the home screen, but it is also set up so that it only appears  and is usable when the user is looking at it. 







Thursday, December 2, 2021

Final Delivery

 These past two weeks, I got a lot of functionality into the experience. Unfortunately I wasn't able to get the battle system working, but everything else is almost completely functional. The entirety of the completed functionality is: The player must talk to the professor before they can choose their pokemon. After the player chooses the pokemon, they can go to the battle arena specified on the floor and the professor will follow them, get into position, and send out the other available pokemon. The player may also send out their chosen pokemon and call it back at any time. The Technical and design considerations have stayed the same, as they are a solid foundation for any VR experience, however our VFX now include 3D effects in the form of VATs. 




Thursday, November 18, 2021

Week 13 Art Style Guide Slides







 This week there were no changes to my slides since I was mostly focused on getting a dialogue system working in the scene as well as curating the asset list. Because adding things to the screen space works differently in VR, I struggled to find a way to add it to the players viewport and eventually just left it in worldspace.

Thursday, November 11, 2021

Art Style Guide Slides And Starting Prototype

 







I spent most of this week working on migrating things to the new project. A few things weren't able to be added such as physic based hand interactions or dialogue, but hopefully I can get that working this next week.

Thursday, November 4, 2021

VR Art Style Guide

 




As the primary tech artist, I took on the responsibility of VFX, technical considerations, and design considerations since that's what I would be dealing with in actual development.

Thursday, October 28, 2021

Art style presentations



 For this presentation, I only had two slides to do. As the primary tech artist on the team, I took on the slides for VFX and Technical considerations.

Thursday, October 21, 2021

Common Art Hero's Journey Presentation







 Due to my misunderstanding, I ended up doing an extra image. But my team did a pretty good job all coming together to make a good presentation.

Thursday, October 7, 2021

Use of Perspective




When creating things like this, I like to try and mesh two types of themes that don't normally go together, For ths one it was boats and rockets. Unfortunately, this sometimes doesn't work out the wa I want it to. Given more time, I would have put many smaller pieces onto the boat and adjusted tetures a bit, but given the time we had I think this went fairly well. 

 

Pokemon VR final update