Oculus hosted a day-long bootcamp full of inspiring speakers and experts – was the best possible crash course in VR I could have ever imagined!
Amy sent us all the information we needed to kick our projects off and share them on our own Oculus Developer forum!
If only I knew what I was going to build....
So I went back to my Bootcamp notes, took time to really absorb them and shared as much as I could via my blog.
But still didn’t have a clue as to what I was building – nor how.
This weeks’ recipe was 9 parts inspiration to 1 part perspiration, but that 1 part showed me just how I could design VR for good.
My first developer post, and one of my first blog posts ever.
The Extra Credits clips were super helpful and convinced me of just how important it is to start small in order to make solid strides.
Despite getting the hang of C#, I quickly discovered that I really did need to start learning Blender.
Preliminary exercise in understanding the User context and needs (for Cancer patients).
Got my long-term User Experience vision, framework and goals captured and solidified for later development.
Got first Demo Flow drafted.
Did some solid research on vulnerable and endangered species, trying to start honing in on a geographical context.
Lots of project planning and management – best bit was designing my first 3D low poly animal and island thanks to Manuel Graphics’ tutorials like this one.
Solid week of low-poly, VR/mobile game design research and blender tutorials. Above is my updated Demo Flow.
Made these color palettes so that when I was doing tutorials in Blender I already had a good color scheme on hand.
My second attempt to design Moki in 3D – then my daughter took a look and said carefully, ‘He looks like the Android dude.’
Moodboards helped me understand the world I wanted to create and how I could help bring people closer to Nature in a new way.
They also helped identify flow, assets, user interaction – not to mention storyline. If you just said “Well duh!” then you haven’t tried designing an experience without frames or borders.
Imported and tested my first iteration of Turtle Island into Unity – finally!
My workspace while on vacation in tiny cottage on the south east side of Gotland, Sweden
Even though Turtle Island is a real place (Ko Tao, Thailand), I took some creative liberty.
As the Teleporters and Info-cards finally accomplished what they were meant to do, it became clear that the overall flow felt like it was actually leading up to something bigger – something like a 360° Video of a Sea Turtle underwater!
So for purposes of the final demo, I chose to use a video that is purely for purposes of demonstration and not in any way meant to be misused or represented. I obviously want to evangelize VR, and celebrate the possibilities.
I personally feel underwater scenes are best experienced when the camera is absolutely still and the Viewer does not feel like they are moving in any way, but can see the life around them.
Unfortunately due to time constraints this had the best snippet I could find – again, only to help prove the overall demo concept of how VR can bring us closer to Nature.
Visit Hamilton Island in 360˚ Virtual Reality with Qantas
The scene shown in my demo is from around 3:38 to 4:07.