This document summarizes the design process for locomotion and interaction systems in the VR game Robo Recall. It describes how the developers experimented with different teleportation and throwing techniques, taking inspiration from other games. Teleportation initially involved pointing and rolling, but was refined to use parabolic arcs like in Budget Cuts. Throwing objects aimed to predict the player's intent based on hand velocity. Reloading was made fun through slow motion and automatic reloading.
RoboRecall is Epic's first full VR game made for the Oculus Touch controllers. It was originally a tech demo but expanded into a full game. The art director discusses the design of the robots, weapons, environments and lighting to optimize for VR. Proportions and readability were prioritized. Optimization was an ongoing process to maintain 90 fps. Techniques included distance culling, LODs, reducing overdraw and aliasing, and using static lighting.
This document provides an overview of the character pipeline and process for Uncharted 2. It discusses improvements made from Uncharted 1, including streamlining the arbitrary mesh process, standardizing character topology, automating rigging, improving facial geometry and rigging, and enabling quicker iteration between sculpting and in-game. New challenges for Uncharted 2 included creating LODs, multiplayer skins, optimization, outsourcing last-minute villagers, and issues with eye normals. The presentation concludes with lessons learned and areas for future improvement.
An ASTD Utah Chapter presentation about the eLearning environment including authoring tools, design principles, and creating a network. The presentation was given September 2012.
The document lists characteristics of an auteur filmmaker according to Alfred Hitchcock, including specific camera techniques, editing styles, and narrative devices. It then analyzes a preliminary film task to see if it exhibits these traits. While the task demonstrated some techniques like camera movements and focus, it was found lacking in many key auteur qualities such as single take shots, complex editing, and misleading narrative elements. Therefore, the document determines the preliminary task does not fully qualify as an auteur work based on the conventional definition.
We are taking a look at currency and crafting items. Path Of Exile has no gold or another monetary system for that matter. Instead, all trading is done through barter, that is trading items for items.
The document describes Drama Dash, a game designed based on Game 3.0 theory where players control paper box characters to perform dramas and satisfy changing audience requirements. It includes different game modes and character abilities like using a teammate as a cannon. The project plan spans 10 weeks from concept to testing and submission. The purpose is to design a hands-on game immersing players in being dreamers through creating as part of Dare 2009's theme of dreaming and doing.
1st Portfolio Development Idea: Photographer's Portfolio Website LayoutQian Rong
The document discusses considerations for designing an effective photography portfolio website. It notes that a portfolio website provides evidence of a photographer's work, requires them to promote themselves, and showcases their experience and training through an organized collection of photos. Reasons for designing a portfolio include positively influencing how users view the work and presenting credentials and information in a user-friendly way. Key aspects to include are targeting the right audience, using an appropriate number of high-quality images, and ensuring photos are prominent on the page with minimal lag. The document also outlines problems the author encountered on existing portfolio sites and proposes improvements such as better categorization, optimized loading, and displaying larger images.
The document outlines the typical 3-stage process for 3D animation production: pre-production, production, and post-production. Pre-production involves developing ideas, scripts, character/prop designs. Production includes 3D modeling, rigging, texturing, lighting, and animation. Post-production consists of compositing, sound editing, and video editing to finalize the animated project. Planning and adhering to timelines is important for smooth animation production.
RoboRecall is Epic's first full VR game made for the Oculus Touch controllers. It was originally a tech demo but expanded into a full game. The art director discusses the design of the robots, weapons, environments and lighting to optimize for VR. Proportions and readability were prioritized. Optimization was an ongoing process to maintain 90 fps. Techniques included distance culling, LODs, reducing overdraw and aliasing, and using static lighting.
This document provides an overview of the character pipeline and process for Uncharted 2. It discusses improvements made from Uncharted 1, including streamlining the arbitrary mesh process, standardizing character topology, automating rigging, improving facial geometry and rigging, and enabling quicker iteration between sculpting and in-game. New challenges for Uncharted 2 included creating LODs, multiplayer skins, optimization, outsourcing last-minute villagers, and issues with eye normals. The presentation concludes with lessons learned and areas for future improvement.
An ASTD Utah Chapter presentation about the eLearning environment including authoring tools, design principles, and creating a network. The presentation was given September 2012.
The document lists characteristics of an auteur filmmaker according to Alfred Hitchcock, including specific camera techniques, editing styles, and narrative devices. It then analyzes a preliminary film task to see if it exhibits these traits. While the task demonstrated some techniques like camera movements and focus, it was found lacking in many key auteur qualities such as single take shots, complex editing, and misleading narrative elements. Therefore, the document determines the preliminary task does not fully qualify as an auteur work based on the conventional definition.
We are taking a look at currency and crafting items. Path Of Exile has no gold or another monetary system for that matter. Instead, all trading is done through barter, that is trading items for items.
The document describes Drama Dash, a game designed based on Game 3.0 theory where players control paper box characters to perform dramas and satisfy changing audience requirements. It includes different game modes and character abilities like using a teammate as a cannon. The project plan spans 10 weeks from concept to testing and submission. The purpose is to design a hands-on game immersing players in being dreamers through creating as part of Dare 2009's theme of dreaming and doing.
1st Portfolio Development Idea: Photographer's Portfolio Website LayoutQian Rong
The document discusses considerations for designing an effective photography portfolio website. It notes that a portfolio website provides evidence of a photographer's work, requires them to promote themselves, and showcases their experience and training through an organized collection of photos. Reasons for designing a portfolio include positively influencing how users view the work and presenting credentials and information in a user-friendly way. Key aspects to include are targeting the right audience, using an appropriate number of high-quality images, and ensuring photos are prominent on the page with minimal lag. The document also outlines problems the author encountered on existing portfolio sites and proposes improvements such as better categorization, optimized loading, and displaying larger images.
The document outlines the typical 3-stage process for 3D animation production: pre-production, production, and post-production. Pre-production involves developing ideas, scripts, character/prop designs. Production includes 3D modeling, rigging, texturing, lighting, and animation. Post-production consists of compositing, sound editing, and video editing to finalize the animated project. Planning and adhering to timelines is important for smooth animation production.
5 Things I Learned About Lean MVP as a Professional Opera Singer - Red Hat Ag...Dean Peters
Sometimes we get stuck. Whether it’s creating personas, crafting user stories, or stitching them all together deliver a minimal viable product, sometimes we need to approach the build-measure-learn cycle from a fresh perspective. By exploring some of what goes behind putting on musical and opera productions, I’ll introduce some fun games, exercises, and even useful research and development practices and techniques that can infuse new life into bogged-down software development efforts to deliver to the right product in a Lean, Agile setting. Time permitting, I may even sing a verse of my Gilbert & Sullivan cover “I am the very model of an modern product manager."
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
The document discusses the various roles involved in game development. It notes that while developers are important, game development requires a team with different specialized roles including designers, artists, producers, testers, and others to support the business operations. It emphasizes that most game development work is done by teams rather than individuals, and that many developers take on multiple roles over the course of their careers.
Metaphors for Retrospectives - March 2017Helen Meek
The document discusses retrospectives, which are meetings for teams to reflect on what is going well and not going well in their work. Benefits include increased productivity, capability, quality, and communication. Different types of retrospectives are described such as release, project, sprint, and ad-hoc retrospectives. Common retrospective formats and activities like dot voting are also outlined. Resources for additional retrospective tools are provided.
Be Amazing: 5 Rules for Great Presentationsjcasimir
We all need to communicate ideas and, for business purposes, the ability to run a successful presentation is essential. In this session we discuss five rules to help guide your planning and delivery.
Mizzou Game Development slides September 10thEliotProkop
The document summarizes an ACM Game Development interest group that meets on Wednesdays at 7 PM. It discusses why game development is enjoyable and how both coding and non-coding roles are available. It focuses on using the Neverwinter Nights toolset for high-level game development as it provides an established framework. Past projects created puzzles in NWN. Members of all experience levels are welcome and pizza will be provided at the first meeting on September 10th.
This document provides instructions for a Scratch lesson where students will:
1) Create a variable that tracks the score of a game and increases when a sprite is clicked.
2) Make games with two sprites where touching increases the score and moves the sprites.
3) Add a time limit to games by using a countdown variable that stops the game after 60 seconds.
A presentation about the basic set of game design terminology. Also, we can see some good practices like emergent gameplay, which are excellent for small projects and teams.
Unreal Open Day 2017 Unreal Engine Education & TrainingEpic Games China
This document provides an overview of Unreal Engine's education and training initiatives. It discusses how Unreal Engine became freely available in 2014-2015 for academic, student, and personal use. It outlines Unreal Engine training resources like livestreams, documentation, and community groups. It also highlights several university research projects using Unreal Engine for topics like VR editing, animation, and language learning games. The document promotes Unreal Engine's role in game development and other fields in education.
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile GamesEpic Games China
This document summarizes a presentation about Unreal Engine 4 for mobile game development. It discusses UE4's mobile rendering pipeline and features for high-end graphics on mobile, including OpenGL ES 3.1, Vulkan and Metal. It provides an overview of the state of the mobile game market and examples of AAA open-world games made with UE4. It also outlines UE4's feature levels for mobile, describes the components of the mobile rendering pipeline, and highlights specific rendering techniques like HDR encoding.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
5 Things I Learned About Lean MVP as a Professional Opera Singer - Red Hat Ag...Dean Peters
Sometimes we get stuck. Whether it’s creating personas, crafting user stories, or stitching them all together deliver a minimal viable product, sometimes we need to approach the build-measure-learn cycle from a fresh perspective. By exploring some of what goes behind putting on musical and opera productions, I’ll introduce some fun games, exercises, and even useful research and development practices and techniques that can infuse new life into bogged-down software development efforts to deliver to the right product in a Lean, Agile setting. Time permitting, I may even sing a verse of my Gilbert & Sullivan cover “I am the very model of an modern product manager."
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
The document discusses the various roles involved in game development. It notes that while developers are important, game development requires a team with different specialized roles including designers, artists, producers, testers, and others to support the business operations. It emphasizes that most game development work is done by teams rather than individuals, and that many developers take on multiple roles over the course of their careers.
Metaphors for Retrospectives - March 2017Helen Meek
The document discusses retrospectives, which are meetings for teams to reflect on what is going well and not going well in their work. Benefits include increased productivity, capability, quality, and communication. Different types of retrospectives are described such as release, project, sprint, and ad-hoc retrospectives. Common retrospective formats and activities like dot voting are also outlined. Resources for additional retrospective tools are provided.
Be Amazing: 5 Rules for Great Presentationsjcasimir
We all need to communicate ideas and, for business purposes, the ability to run a successful presentation is essential. In this session we discuss five rules to help guide your planning and delivery.
Mizzou Game Development slides September 10thEliotProkop
The document summarizes an ACM Game Development interest group that meets on Wednesdays at 7 PM. It discusses why game development is enjoyable and how both coding and non-coding roles are available. It focuses on using the Neverwinter Nights toolset for high-level game development as it provides an established framework. Past projects created puzzles in NWN. Members of all experience levels are welcome and pizza will be provided at the first meeting on September 10th.
This document provides instructions for a Scratch lesson where students will:
1) Create a variable that tracks the score of a game and increases when a sprite is clicked.
2) Make games with two sprites where touching increases the score and moves the sprites.
3) Add a time limit to games by using a countdown variable that stops the game after 60 seconds.
A presentation about the basic set of game design terminology. Also, we can see some good practices like emergent gameplay, which are excellent for small projects and teams.
Similar to Unreal Open Day 2017 Designing Robo Recall (9)
Unreal Open Day 2017 Unreal Engine Education & TrainingEpic Games China
This document provides an overview of Unreal Engine's education and training initiatives. It discusses how Unreal Engine became freely available in 2014-2015 for academic, student, and personal use. It outlines Unreal Engine training resources like livestreams, documentation, and community groups. It also highlights several university research projects using Unreal Engine for topics like VR editing, animation, and language learning games. The document promotes Unreal Engine's role in game development and other fields in education.
Unreal Open Day 2017 UE4 for Mobile: The Future of High Quality Mobile GamesEpic Games China
This document summarizes a presentation about Unreal Engine 4 for mobile game development. It discusses UE4's mobile rendering pipeline and features for high-end graphics on mobile, including OpenGL ES 3.1, Vulkan and Metal. It provides an overview of the state of the mobile game market and examples of AAA open-world games made with UE4. It also outlines UE4's feature levels for mobile, describes the components of the mobile rendering pipeline, and highlights specific rendering techniques like HDR encoding.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
Mastering the Concepts Tested in the Databricks Certified Data Engineer Assoc...SkillCertProExams
• For a full set of 760+ questions. Go to
https://skillcertpro.com/product/databricks-certified-data-engineer-associate-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
18. Unreal Open Day 2017
Unique to Device
• Challenge standard conventions
• Look for opportunities to take
advantage of the hardware
• How can we make a game that
would ONLY work in VR?
21. Unreal Open Day 2017
20 minute macro loop
• How long can people play our
game?
• “20 minutes” was a guess
• We tuned our mission
length as we tested
22. Unreal Open Day 2017
Pillars
• Our pillars shaped the direction of our game
• Allowed us to make concise choices
• Prevented second guessing
24. Unreal Open Day 2017
Locomotion
“Traditional” locomotion
• Uses sticks (or track pad) to move
• Eg. Onward
• Many people get sim sickness
25. Unreal Open Day 2017
Locomotion
Cockpit Games
• Racing games
• Space shooters etc.
• Eg. Eve Valkyrie
26. Unreal Open Day 2017
Locomotion
Novel locomotion
• Climbing with hands
• Leaning, swinging arms etc.
• Wacky hardware
27. Unreal Open Day 2017
Locomotion
Teleportation
• Comfortable!
• We built our fantasy around this
• Empowers the player
• Aligns with our pillars
28. Unreal Open Day 2017
Teleportation
Bullet Train
• Hold down button
• Point at pre-defined teleport
locations
• Release to teleport
29. Unreal Open Day 2017
Teleportation
Fundamental limitation:
Oculus touch only has front facing
tracking (by default)
• In Bullet Train we spawned
enemies in front of the player
• All teleport locations are on
outside of play space
31. Unreal Open Day 2017
Teleportation
Robo Recall
• For Robo Recall, we wanted more
freedom
• Wanted to teleport ANYWHERE!
• Still need to face forwards;
towards sensors
33. Unreal Open Day 2017
First Prototype
• Laser pointer position ai'ming
• Use hand roll for arrow direction
34. Unreal Open Day 2017
First Prototype - Issues
• Allows REALLY long teleports
• At low angles, small hand movements move the
end point by many meters!
• Controlling direction with hand roll is unintuitive
39. Unreal Open Day 2017
Problems solved!
• Natural limit on teleport length
• Easy manipulation of end location
• Everybody understands parabolic arcs
41. Unreal Open Day 2017
Bonus:
We added a new blueprint function:
Predict projectile path.
•Traces along a parabolic arc at a
specified simulation frequency.
•Outputs path positions and hit
information
43. Unreal Open Day 2017
Which way should the player be facing on teleport?
The most intuitive: The same direction as the
teleporter arrow
Front Facing Tracking
44. Unreal Open Day 2017
PROBLEM:
People quickly turn away from
the sensors
Front Facing Tracking
45. Unreal Open Day 2017
Our Solution:
To use the directional arrow as
the “Tracking forward” direction.
Front Facing Tracking
46. Unreal Open Day 2017
• Less intuitive =(
• Forces players to always be turning
back towards the sensors!
• Seemed like the correct compromise
• A short term problem
Front Facing Tracking
61. Unreal Open Day 2017
Grabbing
Bullet Train had very narrow scope
•Grab guns and bullets
•Hand-holds on train
•Things highlight when you could grab them
77. Unreal Open Day 2017
Reloading
More fun to throw anyway!
•Planted the seed for this in Bullet Train
•What can I do to make this a real part of our
game?
82. Unreal Open Day 2017
Built a prototype, quickly found a problem
• Your hips aren’t tracked
• Can we infer your hip position from your head
and hands?
• Not really… Next best thing is head Yaw
83. Unreal Open Day 2017
That’s problematic
• Players looked down,
tried to look at a gun
• Gun would try to align
to head
• Gimble lock issues
84. Unreal Open Day 2017
Solution:
• Lerp between yaw based on head
“forward vector” and head “Up vector”
85. Unreal Open Day 2017
Using Holsters:
• Originally used the standard
grab system
• Worked most of the time
• not good enough!
• Holster failure sucks!
86. Unreal Open Day 2017
• Had to be very generous
with grabbing holsters
• Used a “quadrant” grab
system
87. Unreal Open Day 2017
Pressed
Grab
No other
object
highlighted?
Close
enough?
GUNS!
89. Unreal Open Day 2017
• Had a shotgun in Bullet Train
• 75% of players didn’t figure it out
• Lack of rigid physical object causes
hands to drift apart
92. Unreal Open Day 2017
• Not quite the same in VR as
it is in real life (hopefully).
• Results are rarely what
player expects
• We need to help players out:
Aim assist
Throwing
93. Unreal Open Day 2017
• Built first version in Bullet train
• Find who’s closest to center of view cone
Throwing
101. Unreal Open Day 2017
• Decent, but not a great metric for where you’re
aiming.
• Would sometimes “steal” the thrown object from
your hand.
• Needed a slightly different approach
Throwing
102. Unreal Open Day 2017
Bullet Train:
• Based on trying to interpret your intentions
• Needs eye tracking to be done well.
Robo Recall:
• Assumes that your actions are the best indication
of your intent. Just make your throw better!
103. Unreal Open Day 2017
Instead of view direction, we use hand
velocity instead
Throwing
104. Unreal Open Day 2017
Needed 2 separate approaches
1. Straight line throw (no gravity)
• Bullets
2. Ballistic throw (with gravity)
• Everything else
Throwing
108. Unreal Open Day 2017
• Assist strength based on the
angle between the input
velocity direction and the
direction to the target.
Straight Line
109. Unreal Open Day 2017
Straight Line
• The closer you were to hitting,
the stronger the effect.
• Allows natural player feedback
• Players learn to adjust quickly
110. Unreal Open Day 2017
Straight Line
• In practice, people tend to miss high or low
• We do the strength calculation separately for
the horizontal (XY) and vertical (Z) axes.
111. Unreal Open Day 2017
Projectile Throw
First pass:
• Calculate intersection
point between projectile
path and horizontal plane.
• Works quite well!
112. Unreal Open Day 2017
Projectile Throw
First pass:
• But totally fails on
“hard throw” cases.
113. Unreal Open Day 2017
Projectile Throw
Second Pass:
• Also calculate intersection
with plane that faces
directly towards the throw
location.
114. Unreal Open Day 2017
Projectile Throw
Second Pass:
• Calculate ”assist strength”
for both
• Use the maximum
122. Unreal Open Day 2017
We wanted to beat the crap out of
a robot.
123. Unreal Open Day 2017
Biped
• Our core enemy type
• We wanted to tear off the arm
and use it as a weapon
• Originally, his arm was going to
be an actual weapon
124. Unreal Open Day 2017
Biped
• Lots of iteration on how to interact
with them
• VR interactions are very different
than a regular game
128. Unreal Open Day 2017
Biped
• In VR, these actions are not pre-canned
animations.
• The player needs to perform these actions!
• There is a lot more room for failure cases
129. Unreal Open Day 2017
Failure Case:
• Originally, bipeds could only be grabbed when
the player teleported directly to them.
• Players expected to be able to grab them all the
time.
• Caused frustration when expectations not met.
130. Unreal Open Day 2017
More Fail:
• When you grabbed an enemy, we enabled
physics, and allow you to punch them.
• Lots of fun!
• People wanted to do it without first grabbing the
enemies.
131. Unreal Open Day 2017
• I had planned these states
so carefully!
• Can’t argue with the players
More Fail:
133. Unreal Open Day 2017
Biped
• We made every enemy within reaching distance
of the player fully simulate physics
• We made a new “Physical animation” system
• Now available in UE4
• Uses physics to try to match animations
134. Unreal Open Day 2017
Biped
• We spent a lot of time making sure that
every action a player wanted to perform
would function correctly.
• Rich, robust interactions are very
rewarding for the player
135. Unreal Open Day 2017
Biped
All that to say;
• Biped can be interacted with in many
different, complex ways as a weapon
against other enemies
137. Unreal Open Day 2017
…because giant robot spiders in
VR is fun!
138. Unreal Open Day 2017
Crawler
• We first added these to exploit the “presence” of
VR.
• People get strong reactions from spiders.
139. Unreal Open Day 2017
Crawler
• We refined the idea of using all enemies as
weapons
• Explode them to destroy other bots
• Throw or hit like explosive baseball
140. Unreal Open Day 2017
Failed prototypes
• Originally crawler would have a laser and be held
like a gun.
• Conflicted with “up and personal” idea
• This idea turned into drone
• Instead of just exploding, crawler was “hijacked”
and would heat-seak an enemy.
• Was too slow, and lacked feedback
143. Unreal Open Day 2017
Drone
• Based on failed Crawler prototype
• Modelled out of borrowed geometry from crawler
• One of the few enemies who’s weapon you can’t
deflect.
• Forces you to teleport or move your body
145. Unreal Open Day 2017
We wanted an enemy that was fast
and could teleport, like you.
146. Unreal Open Day 2017
Fastbot
• I built a prototype where she teleports when shot.
• Worked very well!
• Positional audio is great.
• You can tell where she’s teleporting to without
even looking!
147. Unreal Open Day 2017
Fastbot
Other than teleporting, how is
she going to attack you?
• This took us a long time to
figure out!
148. Unreal Open Day 2017
Fastbot
This needed to serve 2 functions:
1. What can she do to you that is interesting?
2. More importantly: How can the player use this
against other enemies?
154. Unreal Open Day 2017
FlyingBot
I build a prototype of this “angry birds” functionality
quite early
• Moving around such a big creature with one hand is
difficult
• Had to iterate on this a few times
• Still a little rough around the edges
155. Unreal Open Day 2017
FlyingBot
• We had to find the fun for the rest of his behavior
much later in development.
• AI came online very late
• Experiment to find the fun
157. Unreal Open Day 2017
We wanted a robot with a sense of
scale…. BIG!
158. Unreal Open Day 2017
Bigbot
What if you could hijack him, and be almost
invincible??
• Took the “use against other enemies” to the
extreme.
• Grab and throw enemies like toys
160. Unreal Open Day 2017
Bigbot
• Prototype the coolest part first
• More risk- We didn’t know if this was going
to work.
• Solve the more traditional parts last
• Less risk
163. Unreal Open Day 2017
HUD
In staying with out Arcade game pillar, we had some
information we wanted to convey in-game.
• Score
• Multiplier
• “Scoring Events” or “Trick-shots”
164. Unreal Open Day 2017
HUD
VR “Best Practices” say to keep as much UI in-
world as possible.
• This is true!
• Scoring events worked perfectly in-world
169. Unreal Open Day 2017
HUD
Then tried wrist watch again
• Nobody ever looked at the watch
• Also tried ”Pause” menu on watch
• Awkward angle to interact with
170. Unreal Open Day 2017
HUD
Then we asked… Do we need a HUD?
• We added current multiplier to
”scoring events”
• Too much information!
171. Unreal Open Day 2017
HUD
Finally returned to classic HUD
• Stuck to your face
• Not perfect but..
….actually worked!
175. Unreal Open Day 2017
HUD
• To draw attention to information, whenever
there’s an update we animate size and color.
• We animate “Multiplier chips” moving towards the
HUD element