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ByVan Dyke
Matt Bessey, Bea Domenge, Joe Lewis,
Vlad Otrocol, Dan Bergmann, Callum Muir
Technical Challenges
And how we solved them.
Microsoft Kinect
• Mapped players position to in game avatars
using own joint rotation algorithm.
• Created scalable streaming server for
Kinect-Unity integration (multiple
networked Kinects).
• Created a wide range of gesture
recognition and linear mapping tools for
user input.
Character & Set Design
• Designed and modeled all iconic content in
game.
• Used existing models where appropriate.
• Created, document, and used a
standardized process for all sections.
Animation &
Production
• Unity does not support all Maya animation
abilities.
• Professor cloth simulation.
• Kinect upper body & animation lower body.
Procedural Generation
• Each level run is never the same.
• Game potentially never ends.
• Stable memory usage.
• Player moved through the level with
waypoints.
Group Process
• Regularly met in MVB.
• Fortnightly meetings with mentor.
• Version control through git.
• Task sync through Trello.
In Summary...
• Some interesting challenges.
• ... Some never before seen!
• One committed group with a diverse skill
set.
• If we did it again? Much the same.

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Quantum Run Bristol Games Project Presentation

  • 1. ByVan Dyke Matt Bessey, Bea Domenge, Joe Lewis, Vlad Otrocol, Dan Bergmann, Callum Muir
  • 2.
  • 3.
  • 5. Microsoft Kinect • Mapped players position to in game avatars using own joint rotation algorithm. • Created scalable streaming server for Kinect-Unity integration (multiple networked Kinects). • Created a wide range of gesture recognition and linear mapping tools for user input.
  • 6. Character & Set Design • Designed and modeled all iconic content in game. • Used existing models where appropriate. • Created, document, and used a standardized process for all sections.
  • 7.
  • 8. Animation & Production • Unity does not support all Maya animation abilities. • Professor cloth simulation. • Kinect upper body & animation lower body.
  • 9. Procedural Generation • Each level run is never the same. • Game potentially never ends. • Stable memory usage. • Player moved through the level with waypoints.
  • 10. Group Process • Regularly met in MVB. • Fortnightly meetings with mentor. • Version control through git. • Task sync through Trello.
  • 11.
  • 12. In Summary... • Some interesting challenges. • ... Some never before seen! • One committed group with a diverse skill set. • If we did it again? Much the same.