Tuesday, January 25, 2022

Reflection: thoughts.

How has the project gone Versus initial expectations? 

I'm generally pleased with how the project has progressed, though it would have been nice to really add some more gameplay elements and mechanics. The implementation of the player body took much longer than expected in my initial production outline and that transformed the project from a game to more of a narrative experience. I would have liked to have spent more time on the crime scene apartment level- as it is I don't feel as though the player can do any real investigation but I simply ran out of time to implement more objects. The Narrative/ investigation objects would certainly have to be all modelled and custom versus the asset packs as generic objects wouldn't have stood out to the player enough as significant or tell the story I needed them to. 

There where compromises versus what I had initially pitched and that was unfortunate. I would have liked to flesh out the detective side of the game and give everything a less confined or cramped pacing as an experience.

I would also have wanted to create more models and individual assets for the project but again, the blueprint side of the project just took so much longer than I anticipated, meaning that I customised several and created several models but not enough I feel to give the game a definitively unique visual style. 

The change in style to more of a steampunk/ less grounded experience was done about 7 weeks into production and while there are elements of steampunk, in the final project I don't feel that they make much of an impact. 

I would suggest that the use of assets here was more of a hinderance as by their nature Asset packs from the Unreal Marketplace have to be fairly generic so they have a good audience for customers but because I relied on them more than I would have liked, they leave the project looking bland. 

How does the project match up to the individual Pitch?

The initial pitch was fairly accurate, but the investigation aspects where severely reduced to match the updated production schedule. I made the addition of a small tutorial level to try and orient the player and that was something I didn't plan to create initially but I'm happy with the way that it turned out. There are some small narrative beats and  the level as a whole sets the player up for the rest of the experience and hopefully grabs the players attention and keeps them engaged with the project. 

The project is closer to 10 minutes, versus the half an hour game that I initially pitched. 
The overall narrative structure is a fairly close match, but I had to cut some of the more obscure elements such as the man with the pigs head as I didn't have time to create or modify the existing models. It is a shame to lose some of those elements as I feel they would have made the project feel much more unique and darker in tone. 

What changed?

The scope of the project and the style of the project changed dramatically at points in the production process. The narrative aspects did get a slight simplification but the overall structure remained fairly consistent, just the scale of the levels changed. I think in some ways it makes the project a more pick up and play experience but in other ways I feel it lacks the depth I really would have wanted. The style went from a fairly straight 1940's murder investigation into a more surreal experience which is fine and I feel lends itself well to VR. In VR you can  re-create mundane experiences but to put a player in an immersive surreal experience can lead to better player engagement. 



Lessons Learned? Wisdom gained?

Overall The biggest thing I've learned is to be flexible with deliverables, if some things take longer than they should it's fine to tweak and change other areas of production. I've also learned that even the most prepared production will hit some road blocks and stumbles and ideally you would want to take those into account in the initial production schedule. I'm pleased with the project as a whole but taking these lessons on board for next time/ the next project is something that I'll look to do.

The blueprints aren't quite as robust as I would have liked, ideally a more systemic approach would be taken and indeed make additional content creation more robust, I didn't use inheritance to my advantage. I'll definately have to consider this in future projects. 

It was also very important to get feedback from the supervisor and other users. The supervisor was always willing to consider a change in scope as long as the rationale was there and offered feedback throughout the process that really enabled me to keep progressing without spending too long on areas that wouldn't have an impact on the project. User feedback also helped shape the project, though this is far more limited than planned but although feedback from the supervisor and the users wasn't always what I wanted to hear it was incredibly valuable in shaping the final project. 

Another note, the whole project had me considering the impact of accessability and VR- how can this be improved? Are there ways for the differently abled to enjoy these experiences- I'm sure work could be done to improve but ultimatly and unfortunatly this was outside the scope of this project. 

Thursday, January 13, 2022

Project References

 Rain Sound https://soundbible.com/1908-2-Minute-Storm.html

Elevator Sound https://freesound.org/people/Tokun/sounds/391452/

White petal https://www.pngaaa.com/detail/1407511

Wind sound https://freesound.org/people/florianreichelt/sounds/459977/

Pistol gunshot sound https://freesound.org/people/morganpurkis/sounds/371440/

End of tutorial gun shot: https://freesound.org/people/morganpurkis/sounds/370304/

Light sound: https://freesound.org/people/mmaruska/sounds/232447/

Door Shutting sound: https://freesound.org/people/wjtaylor/sounds/266682/

Floorboard creak sound: https://freesound.org/people/bennstir/sounds/81080/

Footsteps on wood sound: https://freesound.org/people/tmkappelt/sounds/85687/

Font https://www.1001fonts.com/viellevarsovienf-font.html


Unreal Marketplace Assets

Abandoned props 01: https://www.unrealengine.com/marketplace/en-US/product/abandoned-props-01

Advanced Glass material pack: https://www.unrealengine.com/marketplace/en-US/product/advanced-glass-material-pack

Amplify LUT Pack: https://www.unrealengine.com/marketplace/en-US/product/amplify-lut-pack

Animation Starter Pack: https://www.unrealengine.com/marketplace/en-US/product/animation-starter-pack

Blood Pack: https://www.unrealengine.com/marketplace/en-US/product/blood-customizable-4k

Cigarette pack: https://www.unrealengine.com/marketplace/en-US/product/high-quality-cigarette-ashtray-mini-set

Death Animations:https://www.unrealengine.com/marketplace/en-US/product/death-animations-mocap-pack

Horror Sound Effects: https://www.unrealengine.com/marketplace/en-US/product/horror-sound-effects-01

Immersive dark ambient music pack: https://www.unrealengine.com/marketplace/en-US/product/immersive-dark-ambient-music-pack

Movement animset pro: https://www.unrealengine.com/marketplace/en-US/product/movement-animset-pro

Megascans Blood : https://www.unrealengine.com/marketplace/en-US/product/e2368ad39c084e77a626dd424b1efcbe

Megascans- Damages:https://www.unrealengine.com/marketplace/en-US/product/ad2dd8069a2145ff90d6a39a0c54919b

Megascans- Scary Restroom: https://www.unrealengine.com/marketplace/en-US/product/c8300f47fe2744ca9304ecf25badba01

Noir/ Mafia Characters: https://www.unrealengine.com/marketplace/en-US/product/noir-mafia-characters

Old office (modular): https://www.unrealengine.com/marketplace/en-US/product/classic-office

Scanned 3D People: https://www.unrealengine.com/marketplace/en-US/product/9c3fab270dfe468a9a920da0c10fa2ad

Thunder and Rain SFX Pack: https://www.unrealengine.com/marketplace/en-US/product/thunder-rain-sfx-pack

Victorian Interior Environment: https://www.unrealengine.com/marketplace/en-US/product/victorian-interior-environment

Apartment House 01: https://www.unrealengine.com/marketplace/en-US/product/apartment-house

Steampunk Megapack: https://www.unrealengine.com/marketplace/en-US/product/steampunk-victorian-megapack

200+ Grunge Decals: https://www.unrealengine.com/marketplace/en-US/product/200-grunge-decals

Upper body IK plugin: https://github.com/JonasMolgaard/UBIKSolver

Replica Studio AI voice acting: https://replicastudios.com/

Sunday, January 9, 2022

Voice and sound

For this game I knew I wanted some form of voice acting- reading text boxes in VR and implementing such a system would have taken a fair amount of time to implement. I didn't have any scope for voice actors. I didn't have the budget nor the recording equipment.

I did some research, and Replica studios had a plugin directly to unreal, I didn't end up using this but I did end up using replica to create all the dialogue lines in the game. 

One benefit offered was the flexibility offered by AI voice acting, I could edit the dialogue after recording, I could tweak the lines as I went along the project, this is in stark contrast to traditional voice acting where I would need to have the content locked down or have to reschedule the recording session for altered dialogue. 

The only downside is the voice acting can feel flat, and there are certain words or phrases that do clearly sound like they're being generated by the AI- they sound flat or stilted. 

Overall though, generally speaking I'm happy with the quality of the project sound, it could be better- but it could also be much worse or even silent. 

Sunday, January 2, 2022

Further Changes

The project has been coming along well up to this stage but given the time remaining until deadline I've decided to cut some of the 'gameplay' mechanics and pivot to more of an immersive experience style of project. This means that I will not have any mechanics for the journal as I planned, I potentially might still be able to have a puzzle aspect, but it won't be tracked by the game/ explicitly outlined for the player.

There will still be things for the player to find and explore but there will be no specific mechanics tied to them at this stage. This is disappointing from my perspective as I would have liked more time to explore the gameplay elements. I do have a working gun inside the project, but it does not have any reload mechanics or ammo tied to it at present- and I doubt that I will be able to develop it further at this stage.

While it is unfortunate to have to cut aspects of the project, it is always a factor when working towards a deadline. It’s often hard to tell what the final project will look like and how much of the initial vision carries forward as design decisions are made but I think the cuts are the right decision at this point in time as the player avatar work has taken considerably longer to implement.

Reflection: thoughts.

How has the project gone Versus initial expectations?  I'm generally pleased with how the project has progressed, though it would have b...