Virtual Networks Lecture Appraisal and Showcase Reflection

Lecture Review:

Much to my annoyance, I was unable to attend many of the guest lectures available during the unit. However, one of the few I did attend was during week 4 and was primarily focused on what values we held most prominent in our creative industry.

Your core values are always apparent in creativity. What you like, what you dislike, what drives you, what inspires you. This has always been present for me during all units in the course, with me taking inspiration from genres such as cyberpunk, and shows and games such as ‘RWBY’ and ‘Persona’ that I personally enjoy. Values always shape who you are and where you’ll end up and what you will be doing, even if you don’t realize it.

We went through a lot of different concepts during our lecture with Zoe. One of these was the Japanese concept of Ikigai, which referred to the intersection of four elements – what you love, what you are good at, what the world needs, and what can be paid for. It represents a person’s reason for being and their purpose in life, and finding the best place to be with the most overlap of these core areas is the best way to find yourself doing a job you enjoy and doing it well enough to get paid.

This concept did stick with me a lot. I always have had trouble finding a place where I could see myself going where these values are balanced. True, I did start this course hoping to go into VR development, but have on occasion always questioned it, wondering whether I will truly end up using my degree in the end, or end up going elsewhere to find the perfect job for me.

Zoe had two tasks for us during the lecture. This was already a welcome change, as sitting in a chair for hours simply listening and not engaging has never been much fun to me. The first activity involved a set of character cards, created free hand by an artist to represent concept, people, and objects. After looking these over, we were tasked to create our own, ignoring our possible lack of artistic skill. I drew a card I labeled ‘the storyteller’ as I have always loved telling stories of people and places, even doing so in my own free time online with books and fanfiction.

The second task involved a personality test created by Adobe Create. The questions were a bit weird, but in the end, I got paired up with ‘The Visionary’ described as:

‘Full of big ideas, ability to see potential and possibility everywhere’ – a nice compliment to start. Very nice

‘Using your visions to fuel consistent daily action’ – not sure how accurate this is. Procrasination IS my middle name practically.

‘You live in a world of infinite possibilities, preferring to see things not as they are but as they could be. You know that life is limited only by the boundaries of your own beliefs, and you’re driven to push the limits of, well, everything.’ – I did start studying VR for a reason. I’ve always hoped I could push the boundary of the medium and begin creating storytelling experiences for VR that are able to emit the same level of emotion from TV, movies, and games I’ve experienced…if not even more emotion.

‘Emotional, passion-driven, and full of ideas, the VISIONARY combines a vivid imagination with a desire for practical solutions. Your introspective and intuitive nature is balanced by a keen interest in the world around you and a desire to contribute to society.’ – Again, quite accurate. I enjoy seeing how people enjoy things I’ve created, having a following online from art, fanfiction, and stories I’ve made.

Charismatic and expressive, you love sharing your ideas and visions with others and creating community around shared values and ideals. Your greatest gift? The ability to see the spark of potential in everything and everyone, and to inspire others to see it, too. You’re able to guide people toward an invisible horizon with a rare generosity of spirit and strength of conviction.’ – I do have some experience in this area. I have friends I like to help a lot with things in hopes I can set them on their right path. I’ve also worked on group projects before, and have ran multiple tabletop games for many years much to the enjoyment of others.

‘Don’t get stuck in the dreaming stage, VISIONARY. Your greatest challenge—and true power—lies in learning to take consistent daily action to create the future you envision.’ – I have always had trouble with getting ideas out of the dreaming stage, having a massive list of ideas I’ve thought up on my phone, but never getting close to creating them. I hope to work on this, learning more techniques to bring the ideas to life and learning how to incentivize myself more towards pushing these ideas out of the dream stage and into reality.

‘Seek out the “voice of reason” of the THINKER type to help you take a grounded, rational approach to your creative work. The THINKER’s deep perception and probing intellect lend a powerful clarity that can bring your visions into sharper focus’ – I guess I now know who to look out for!.

Picture of ‘The Visionary’

I honestly was disturbed by how accurate some of these points hit.

Zoe also talked about the importance of values in terms of their worth in money, expertise, voice, and more. The skills cycle involves answering questions about where we are now, where we want to be, and how we can get there. During the workshop, we reflected on past projects, our contributions to group work, and extra-curricular impacts on our studies. I realized that I struggle with communicating my work to others and tend to keep it hidden, as well as having a hard time selling myself in any capacity, which might make it tough to find a place in this industry. I also – much like my classmates – can sometimes feel overwhelmed with the amount of work I have to do and the limited time I have to do it. The time goes by too fast

We also briefly discussed the 9 attributes in the Creative Attributes Framework by UAL, which include proactivity, communication, curiosity, and resilience. The CAF is a reference point for developing enterprise and employability, and the MyCAF tool allows us to download a report and action plan. I’ve yet to do this since I’ve been quite busy working, but it might be worth looking into down the road.

Overall, the session with Zoe was informative and almost TOO thought-provoking. Her hands on approach involving getting us more invested into the session practically worked like a charm and had me thinking about the lecture long after she left. I will take the advice she gave to heart.

Showcase Reflection:

Im excited for the showcase.

The possibility of showing off a piece of work I’ve put so much time into to others seems really exciting to me, and while I admit I didn’t have much input into setting things up outside of the project itself, I will share what I did do.

The logistics of our booth are pretty simple. Our game is set in the office, so we want to make an office booth. It works pretty well in theory. Booth walls, a VR ready PC running our title on a desk, and obviously enough central space to allow any users to play without fear of injury.

I did however, add that I was hoping for one…unorthodox item.

I wanted a giant llama statue.

It would be nearby the booth and act as the main selling point towards getting people to try the experience. Its thematically useful too, as the core idea of our title is the llama being in a place it CLEARLY shouldn’t be. An office, or a uni event? Both are equally crazy. I’m not sure if in the end we will be able to add this item into our booth area, but if I ever had the chance, I would certainly jump at it.

Outside of that though, most of my efforts towards getting us ready to showcase involved getting the game ready. I’m the narrative lead so I got to write out a pretty lengthy storyline AND also the environment designer, so I’m spending plenty of my free time modeling everything up by hand.

Fingers crossed we can get it all done right on time.

Final Major Project – Part 3: Group Assembly & Initial Work

After we gave our proposals, it was clear everyone was very passionate about their projects, with the assembly of groups slowing down as everyone waited to see if anyone would hop on their projects before going for anyone else’s.

Thankfully however, I was not the only one who wanted to make a game, and after some discussion, created a group with Will and Colin to work on a project. We all were still passionate about our own ideas, so together we worked on a new one that implemented all our ideas together.

We each chose one major thing we wanted to express in the game. For me, it was for it to have an acceptable narrative with possible links to escapism, for Colin it was to include the concept of machine learning in some regard, and for Will, he wished to include procedural animation using a llama character.

From there, we discussed other elements, such as the setting, core gameplay concept, genre, VR locomotion system, and other areas, and began to get an idea formed pretty quickly.

• Narrative based puzzle/tower defence game

• Set in a futuristic office

• Player is a robot with teleport locomotion

• Gameplay consist of trying to do office jobs whilst a llama tries to stop you

• Has a day system with 3 days in total

• Day 1 -tutorial Day 2 – llama shows up Day 3 – narrative rebel vs obey system

• As the llama affects the game, the office could become overgrown

I was excited that we had an idea forming so quickly, with us divvying out jobs to begin work immediately. I was tasked with the narrative elements of the game. However, due to having work obligations, I was unable to discuss this with my team during class so they had to create a base semblance of the story already. So instead I began focusing on areas to 3D model as well as looking into how the llama might affect certain tasks we had listed, and how these tasks would also act on our day 3 finale.

An example of this was the ‘sign in’ objective we would have for each day. This would begin the work cycle. For day 1 it would be pretty simple to teach the player the system. However with the llama present, it might steal the pen needed to sign in, making you search for it or have to buy a new one. For the final day, the player would get the opportunity to rebel, being able to throw the sign-in sheet out the window or in the trash.

For the 3d modeling work, I had some mood board examples as well as a floorplan Colin created in The Sims to work off.

Premium Photo | Modern sci-fi futuristic interior office design with green  wall plant and beautiful night scene cityscape view. 3d rendering
Mood board piece for office look

So to begin, I focused work on the office cubicles and their items. I took inspiration from the mood board items, as well as my own love for cyberpunk and futuristic design and created a few items including the desk, chairs, monitors and keyboards, and some basic office clutter. All the while I made sure to keep most items modeled separate, knowing we had plans to make a physics system where the player could pick up most items.

My initial office models

https://trello.com/b/HDvGRJQv/llama-drama – link to our trello where we document our ideas and notes

Final Major Project – Part 2: My Game Idea

‘How Does That Make You Feel’ was the final WIP title I settle on for my VR game idea for this years final project.

The Plot:

As I said, I wanted to have a good storyline for my content, and having spent time writing as a hobby, I got to work drafting a story. The player would play as a medical based AI directed with restoring or removing suppressed memories inside people’s minds. The core premise was the AI would live out and experience these memories, and would have a final choice to restore or shred them at the end of the level – with different impacts from either decision.

Memories would be linked in unforeseen ways, and the initial impact of your choices would be left ambiguous until you had finished treating the patient. The story would find its roots heavily in the themes of escapism, something I hoped to capitalize on by linking to my essay in my second module this year which I themed around escapism.

The Gameplay:

In each level, certain ‘mood states’ would be accessible such as sad or happy. The player’s core goal would be to combine these mood states in a certain way to create the specific mood the patient locked them memory behind.

Mood states would affect the environment, such as anger setting certain areas ablaze. The mood states would also be used as a form of puzzle solving, with certain objects, places, and other moods locked behind areas that need other certain moods. Once the player gets the required mood, they would receive a memory ball which they could view, and then decide whether to restore or shred.

Initially, I thought it best to make fully 3d environments the player could use locomotion to explore. However, later down the line my classmate Billy came up with the idea of the player being stationary and interacting with items from a distance. The idea stuck out as a lot more interesting premise on how the game would play, and also would make presenting the piece to others a lot easier as it would limit possible motion sickness in newer VR players.

The Design:

In terms of my implementation of AI art, I wanted to try and make the memories a collage of DALL-E generated scenes, slowly building together to make a memory. It would thematically suit the themes as well given the player character is an AI.

Beyond DALL-E, the level design would be modeled on how people would perceive the inside of a brain to be. There are a few examples of this I stated in my presentation, but the creative freedom on how to make that look would have been very high.

One major core design element I wanted is that the player had to FEEL the mood states. I needed to find a way to express them in the design elements in all areas at once, whether that be using the emotional color wheel for the level palette, changing sound design, or any other myriad of elements.

With all this, I put it together into a presentation alongside a few other elements I thought well to mention. Abel did point out that my presentation didn’t change much between the first time I showed it, and the time I presented it, but I don’t think it needed too much. I had a core idea in my head of what I wanted and saw no reason to try and alter it simply to change my presentation. I just tried to add bits into areas here and there whilst also making sure I wasn’t info dumping tons on anyone whom I presented to.

This is what the finished presentation looked like.

Final Major Project – Part 1: Making a Game

So my final year as a uni student has begun.

For this module, we are tasked with creating a fully-fledged VR experience alongside others in a group effort, hoping to eventually present the pieces to others. To start, we are pitching our own ideas for what we want to do, in hopes of convincing other people to hop on board our projects and work with us to make them happen.

Immediately I knew I wanted to make a game. Gaming in VR is what drove me to take the subject, and finally being able to make a full game of decent quality would be a great opportunity. As someone with a pretty creative and random mind, I have a big notes page on my phone of story/game ideas that I’ve always wanted to develop at some point. So I turned my attention to all of those and found the idea I wanted to push.

To begin, I narrowed down a few elements of what I wanted to come from the experience:

• I wanted the game to have a narrative. Many VR games fall into the trap of being glorified arcade games or tech demos without a proper story to make them truly great.

• I wanted to make a puzzle game. Since this was my first time working with a team, I wanted to work with a genre that is somewhat easier to refine into a game in some regards. Not to mention a puzzle based game is easy to present to audiences.

• I wanted to use AI art generation. I’ve watched a lot of videos on how AI art is changing how a lot of game dev elements function. As such, I wanted to embrace that, and find a way to use programs like DALL-E in the game development process.

I had the core ideas down, and a premise I had somewhat written out, but I spent a few weeks working on it, getting a proper presentation ready to show off.