Improve proficiency in Unity Engine for VR simulation development: Gain expertise in using Unity Engine for virtual reality simulation development. Utilize documentation, mentor guidance, and online tutorials to enhance Unity skills.
Expand proficiency in Blender for creating VR assets: Enhance skills in Blender for creating 3D assets for VR experiences. Create and integrate at least five unique VR assets developed in Blender into Unity Engine projects. Engage in regular practice and exploration of Blender's features and techniques. Improve the ability to create visually appealing and optimized assets for VR.
Collaborate effectively in a team environment: Contribute positively and efficiently to a VR development team. Actively participate in team discussions, contribute to project deliverables, and provide assistance to team members when needed. Communicate regularly, seek feedback, and adapt to collaborative workflows. Develop essential teamwork and communication skills required in professional development environments.
Modeled and textured Enviromental assets such as trees, grass, and sea floor.
Implemented lighting effects to further immersion in the underwater environment.
Created and animated a manatee model for improved realism.
Collaborated with Alex to create well-engineered systems which adhered to OOP principles.
Developed several gameplay systems such as edible sea grass and text-box popups, created integrations with existing systems.
focused on performance during development, implementing multiple techniques in order to create an efficient software.
Integrated and built on legacy software and 3D assets.
I created a new system to handle sea grass in accordance with this simulation's focus on improving the realism of the game. I wanted a workflow which would allow for numerous types of sea grass, as well as including a subtle swaying movement as if they were truly underwater.
I tried numerous techniques before settling upon the one used in game. In my process I researched a variety of techniques before settling upon the one that struck the best balance between efficiency and looks.
I consulted at length with our domain expert to ensure I had the look and species for the sea grass before adding it to the game.
In the previous simulation, fish were determined to be a favorite of the players but frequently the fish would swim above the surface of the water or pass through the sea floor and disappear. For this reason, I set about building a new system of the fish to move around.
After researching how fish are frequently implemented, we decided against creating a Boids algorithm since the behavior we needed was simpler than what it would create. I tested a couple of approaches to the problem of obstacle avoidance then implemented the most reliable to control fish in the game.
Previously, this project used a manatee model with several anatomical issues, and a variety of animation problems. For this reason, I set about resolving the issues with the manatee model. I re-topologized the existing model to achieve quad topology before re-animating it with a more engine-ready set of animations. I added a normal map to enhance the bumpy skin of the manatee and the numerous folds and wrinkles of its skin.
I then worked with our domain expert to perfect the model, making minor tweaks to its face and textures before replacing the previous model in the simulation.
Our previous Enviromental design had numerous limitations which I spent some time attempting to resolve.
I created a new Mangrove tree model which looked more realistic, included above-water leaves (for when the player surfaces), and improved upon efficiency.
I reused the sea floor material from the previous simulation but re-tuned its setup in engine to achieve a better result.
I worked with our domain expert to achieve a mor realistic and immersive look and color for the water.
I created a variety of features to assist our main gameplay developer:
Edible clumps of sea grass which interacted both with the sea grass system I described above as well as with the player and game manager. I included particle effects to help with player recognition of which grass clumps could and could not be eaten.
Popup text boxes which the player could touch in-game to reveal a piece of information.
Transfers between scenes underwater via visiting a "manatee bus stop" which integrated with the game management systems.