
Folio Report
I have decided to develop a VR game that focus around the Cretaceous period that involves dinosaurs and a wild forest environment setting that includes immersive sound design elements.
Developing a VR immersive application will include a range of assets visually plus audio sounds.
My intent is to design an experience that allows players/users to explore and engage the environment at their leisure which I hope will engage a sense of curiosity enticing them to explore further. Designing a moment to moment gameplay experience will allow the players to engage and relax between each point of interest. Introducing different dinosaurs into the scene will enhance the user’s enjoyment.
Create these scenes or level sections must involve a range of visual assets. Designing these visual assets under the time period for the final portfolio submission might mean limiting the number of dinosaurs that will be developed for each scene/level.
I will be focusing on developing the dinosaur’s main features such as the legs, body, special features and head. Breaking up each component and attaching these pieces together will be a simple process.
However, through my research developing organic visual assets need to be refined due to their complex body types. By breaking up each component this will allow me to refine individual aspects which will reflect my research material and concept development illustrations.
Once the 3D models are finished, applying textures and animation effects into the asset, will then allow implementation into the scene.
Researching for environmental design has involved extensive research and exploration of what the landscape and climate should look like to provide the user a genuine immersive experience. I have found the research for this period to be easier than expected as I am quite familiar with the user’s expectations due to my 'extensive knowledge around dinosaurs and their unique environments which I developed from childhood.' (Benton, 2002), (Encyclopedia Dinosaurs & Prehistoric Life, 2001) My aim has been to enhance the environment to be more complex than what users to date have experienced.
This final project will be launched in the 'Unreal Engine' (Unreal Engine, 2020) as I am familiar with the game engine. As I have developed my knowledge of Virtual Reality, I am aware of the 'limitations of the hardware, which could affect the overall user experience.' (Virtual Reality Best Practices, 2020) This is largely due to the processing limitations in resolution quality.
Applying audio sound effects to meet the requirements of being immersive application will be addressed through ambient environmental sounds and non-diegetic music if required. I have had to undertake research on the replication of specific dinosaur noises and how to approach making these seem 'realistic' (DangerVille, 2017) with the resources available to me.
2001. Encyclopedia Dinosaurs & Prehistoric Life. 1st ed. Great Britain: Dorling Kindersley limited, pp.118-119, 128-129, 132-133, 146-147, 172-173, 180- 181.
Benton, P., 2002. The Children's Dinosaur Encyclopedia. 1st ed. South Oakleigh,Victoria: Funtastic Publishing, pp.18-19, 48-49, 56-57, 82-23, 90-91.
2020. Unreal Engine. https://www.unrealengine.com/en-US/: Epic Games.
Docs.unrealengine.com. 2020. Virtual Reality Best Practices. [online] Available at: <https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/ContentSetup/index.html>
[Accessed 7 September 2020].
DangerVille, 2017. What Did The T-Rex REALLY Sound Like?. [video] Available at: <https://youtu.be/cpipaUfcnmM> [Accessed 7 September 2020].