Weekly Workshop

AR Project


Heresy

Week 10


My concept is about the 3-month lock down I experienced in Shanghai last semester. The title of my project is Protection. The govenment thinks they protect people from so-called fatal virus and foriegn hostile forces. However, they block people from helping each other and limit their freedom. Which is no difference with being in a prison. The virus are described as extremely fatal by the government and the giant snake is a symbol of foreign hostile force. The government consider every different opinions and complaint as foreign hostile force.

I uploaded some models from Unity to STYLY and add animations and materials for them in STYLY. To be honest, I haven't got much time to try to upload more complicated things from Unity. I don't want to make it too complicated that makes it looks strange combining with real environment. And I wonder what kind of things I can successfuly upload. It will be excelent if I can upload things as precious as what I made in my previous VR projects.

The other thing I want to explore is what STYLY can do. For example, how do we add interactions and narrative storytelling in AR?

ar.mp4

Week 9


I met some errors when I tried to build my project into an .apk file. So I record a video about a walk through of my scenes. This is still an unfinished project, I will try to figure those errors after I complete my work.

qizhongshipin.mp4

Week 6


I found 2 tutorials of shader graph. One is to create a dissolve effect, the other one is to create a force field.

Dissolve: https://www.youtube.com/watch?v=taMp1g1pBeE&t=548s

Force Field: https://www.youtube.com/watch?v=NiOGWZXBg4Y

And I placed a sopt light under my model to make it more amazing.

Dissolve

Force Field

屏幕录制2022-10-07 下午11.29.49.mov

Wendy: I really like this kind of transparent and dissolve effect. Cool!

Week 4


1. How well does it maintain their sense of enchantment?

Both apps maintain their sense of enchantment very well but I think Paper Birds does a better job. I would say that the VR of National Geographic VR is in an addictive form. I appreciated becoming a participant in it. To be frank, it is more real than I think it can be, but it is just a way to lead me to view the spots. The technique of VR in this app is for better showing the scenes. Meanwhile, the VR of Paper Birds is in an expressive form. It brings me into the story world and I feel like I am the third eye of the character. I can see the world in different angles and interact with the music and the light. Actually I think the style of Paper Birds is like Howl's Moving Castle by Miyazaki Hayao and Paper Bird really takes me into the mysterious world, which makes me excited and shocked.

2. What types of immersive narrative structure and mechanics?

Paper Birds combines the space, lights and music together which make it very immersive. I was so surprised to walk around to see the world that I touched the boundary of my game space many times. I will never forget the scene of the boy taking the cable car to visit his grandfather and the grandmother taking the boat on the sea. The music was so impressive that I didn’t realize my roommate was knocking on the door. Last but not least, I would say the light in Paper Bird is very amazing. It is not only a way to show the world, but also a way to tell the story.

Maybe it’s my personal reason, I think the expression of National Geographic VR is ordinary. The only highlight is that it makes full use of the controller to increase the interactions between participants and scenes. (I don’t like to spend much time on documentary things. Instead, I like to explore an imaginary and unknown world such as Paper Birds).

The anemie I will be discussing is a famous work by Ishida Sui, Tokyo Ghoul. The anemie takes place in Tokyo, where live humans and ghouls, which only eat humans to live. The story is too long to summarize so I choose one episode to explain. In this episode, the Main character loses his mind when he tries to protect people around him. The story takes place in his dream, where he sees all the people he killed and then chooses to carry all the burdens and achieve a reconciliation with his past. The scenes are incredibly amazing in the comic book. But the reason I choose the anemie is because it simplifies the scenes and gives them colors.

The three most important scenes in this episode are the scene where the main character sees his guilt, the scene where he argues with the projection of his subconsciousness and the scene that he decides to keep on going.

https://xiaoheimi.net/index.php/vod/play/id/36879/sid/1/nid/10.html

The first scene involves the main character drowning in the water (actually the blood of the dead people) and seeing the people he killed falling down. He is shocked that he has killed so many people. He was supposed to create a world where humans and ghouls can live in peace together, however, he accidentally causes death and chaos because he was so eager to protect everyone with his limited power. This scene shows the distance between imagination and reality. It’s cruel and frustrating to the main character.

VR: The entire scene could be more overwhelming in VR. The player can experience a sense of drowning and frightened by the falling bodies. Players can only turn their heads but move their bodies.



The second scene is the conversation between the main character and the projection of his subconsciousness. He hears the sound made by the people before they die: “Save me…”, “don’t kill me…”, “Where is my child, he is only a child…”... And here comes a sudden silence and everything disappears except he and his subconsciousness. His subconsciousness laughed at him and said: “It is you who causes the death of those people. It will be good if you don’t do anything at the beginning.” Then they come back to the sea and all the dead bodies are gone, the water is clear.

VR: This scene doesn’t have many elements so we need to make use of the sound and dialogue. The sound of the dying people can surround the player and create a sense of dizziness and fearness. The combination of the sudden silence and the empty scene is to make the player feel lonely and powerless. The most important thing is the laughing of the subconsciousness, which can be strident. Because it reflects the regretness and abandonment of the main character. I think VR can express these feelings perfectly to the player.

The third scene shows the decision made by the main character. Swimming in the blood means he will carry the burden and insist on what he wants to achieve. The light from the sky not only reflects the exit of his dream but also reflects the reconciliation he has just made.

VR: There are a bunch of camera animations in this scene because this is one’s dream. I think it would be better not to apply all of them in VR because this may confuse the player. VR itself helps to create an imaginary world so we don’t need to make it more capricious by shaking the cameras. I think the key point is to focus on one element which can lead the player to view the world and experience the story. For example, Paper Birds use the light as a guidance. I think for this episode I chose, sound will be a good choice. The player can look for the source of the sound and continue the story. In a dream, always follow your intuition but the scene you see.



I made a practice of creating such a scene.

These are the falling people. And I created a red background with a dizzy light.

This is the conversation between to people. The flow on the floor is a reflection of a thought of running away. And I pick a dark 360 picture as the skyball in order to make the player more intense.

The right of controlling the female character will be given to the player after the camera animations.

workshop4.mp4


Week 3


Hi Oliver, This is such a beautiful and mysterious place. I will ask to talk about it in the class.

Below is the storyboard (I am really poor at drawing things😅).

I created a water prefab for my selected Blue Lake scene which was mentioned in my weekly workshop 2. I want to see if it is proper to import this prefab into a realistic 3D environment. In order to make the water more overwhelming, I chose the narrow corrider as my skyball 360 picture. I have to say it is quite difficult to take a 360 picture in the corrider because it is too narrow to turn around and there is always people passing. After the lecture in the last week, I noticed that the 3D object I scan will have a platform and I haven't figured out how to remove it. So I choose to scan the object on the floor of the corrider. Suddenly I saw my shoes, which were messily layed on my floor. Then here came the thought of combining these factors to create a overwhelming and lonely space which also makes people feel a little bit uncanny.


wksp3.mp4

The timeline here just a way of storytelling. I want the player to know what kind of situation he is in and to give him a hint that there is a pair of shoes under the water, ordinary but mysterious. It is the player's desicion whether to look around and move aimlessly or to search for the shoes (actually things will not change even if the player finds the shoes because I don't know how to make the changes😂). This is also what I want to know about: how to make the environment change? For example, the distance of the player and the 360 picture won't change because it is a skyball material. And how to write the script to move and rotate the different camera when they are activated by the timeline in order to make the lens language more fluent and more abundant?

Week 2

I chose the world from the famous 2D game "Hollow Knight" because this game does a very good job in creating an abandoned kingdom of insects. The designers are really good at storytelling through the background music and the details in the scenes. I think it is quite challenging and interesting to develop those scenes into a VR project because it is a 2D game and it has abundant light effects.


The first scene I chose in this game is the Blue Lake.

The blue lake is definitely the most beautiful scene in the game. When players reach this scene, they probably have come through many difficulties (at least they have completed 50% of the game). Players are supposed to feel a sense of relaxation and be astonished by the blue lake. I want to create a 3D version of this scene to show how beautiful the lake is and create such a peaceful and sad place in this abandoned kingdom.

The objects and their materials in this scene are:

  • Water (with blue light)

  • Rocks (like the stalactite in the cave)

  • Bank (with shells and plants)

  • Dead insects

    • Common creatures

    • One of the most important NPC (only his sword left)


The second scene that I chose is in the throne of the White King.

For me, it took me 5 hours to reach here. One can’t imagine how difficult it was to pass through all the barriers in the palace without playing this game. I played this game from 11 p.m. to 4 a.m. in order to reach the throne. It is dark and shabby because of the disaster that took place in this kingdom. We can only find the king’s body and several broken lights here. The palace only exists in the guardians’ dream so there are light spots to remind players that this is a dream. The real palace is gone.

When creating the scene in 3D, I think there are these points that I should pay attention to:

  • It is just a dream (material remains realistic)

  • The light (it is dark but still lights here to show a sense of abandonment)

  • The structure of the palace. (In the game we can only see the throne and its surroundings, so in order to transform it into a 3D version, I need to create the whole palace by my imagination).


For my VR project, I would like to explore the idea of VR as an expression form. The first thing I need to do is to try my best to recreate the scene in this game. Then, I need to enrich the scene by adding the light and details to tell the story. If possible, I can add some music or other effects to express the mood in the scene. Finally, it will be good if I can add some interactive parts in order to let the players discover the background story.