Tuesday, 18 May 2021

Common Post - No Country Sprint Schedule

 Common Post - No Country Spring Schedule


To expedite our VR experience for No Country we are breaking down the assets that need to be complete by July 9th 2021. For the first sprint I will be coming up with a timeline schedule to complete the assets I am responsible for. The items in our VR experience I am responsible for are as follows:

Audio Asset: sprint #1 & #2 goals will be assessing sound quality inside Oculus and taking notes. Since the audio assets are further along, I plan to make a final pass on those after completing the 3D assets. My goal with the audio assets is to doing any final vocal recording edits during sprint #3 & #4, and to have all assets finalized by sprint #5 and in engine.

Lamp & Rack: Sprint #1 & #2 goals include High Res, Game Res, UVs and first texture pass. Nightstand & Dresser: Sprint #3 & #4 goals include High Res, Game Res, UVs and first texture pass. Sprint #5 will create time to work on finalizing Audio and final 3D texture adjustments for the Art Lock. Sprint #6 will be a final look at Lighting / Display.

My 3D Assets are as follows:

Lamp - Rack - Nightstand - Dresser

My Audio Assets are as follows:

Anton Threat - Dial Tone - Front Desk - Cat Death - Ring Tone - Gun Cock
Gun Load - Lamp Switch - Quiet Ambient - Gun Shot - Phone Ring - Pneumatic



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Sprint #1 - May 28 - Lamp game res / UVs + textures (audio see below) - Current Engine State:















Sprint #1 - Lamp

I worked diligently on the Lamp Textures for this week, including extensive work on the lamp shade which proved to be the most difficult. Nick showed me a way to use an emissive channel in Substance to get the light quality of the shade color to have more of a glow, and then I used lines to create a soft grey shadows where the edges etc would be within the shade. Chris mentioned a way to create surface scattering in UE4 so I will ask him more about that next week. Here is my current texture pass for the lamp which I feel I was able to accomplish a lot and get the wood to have that dusty sort of wear of water roughness and the metal pieces to have some disintegrated qualities:



















































Sprint #1 - Audio: For the audio this week I was able to get with Manny and check levels in the Occulus and take the following notes for audio assets 1 - 6:

- Anton Threat track needs 5 seconds or so of ambient noise to allow the Cat Death to play out.

- Dial Tone level of decibels could be bumped up 5%

- Front Desk voice will need editing to remove '5 Minutes' words etc to make sense in VR experience

- Cat Death needs Meow at beginning cranked up 25% also hissing cranked up 25%

- Ring Tone sounds good, nice and clear and panning angle feels good

- Gun Cock also sounds good, nice balance


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Sprint #2 - June 11 - Rack game res / UVs + textures (audio see below) - Current Engine State:

















Sprint #2 - Audio: this sprint I will get in VR and take the following notes for audio assets 7 - 12:

Gun Load Lamp Switch - Quiet Ambient - Gun Shot - Phone Ring - Pneumatic -


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Sprint #3 - June 25 - Nightstand game res / UVs + textures (audio see below) - Current Engine State:


Sprint #4 Audio: edit vocal tracks for audio 1-6 and make adjustments


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Sprint #4 - July 09 - Dresser game res / UVs + textures (audio see below) - Current Engine State:


















Sprint #4 Audio: edit vocal tracks for audio 7-12 and make adjustments


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Sprint #5 - July 23 - Final Audio & Textures - ART LOCK - Current Engine State: (see images above)


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Sprint #6 - Aug 3 - Final Display / Check Lighting - Current Engine State: (see images above)

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