Unity tutorials - Pre-production

Now in pre-production and about to dive in to create the world, I've been following Unity tutorials about creating a VR experience.
https://learn.unity.com/tutorial/unit-1-design-develop-and-deploy-for-vr?uv=2018.4&courseId=5d955b5dedbc2a319caab9a0#5d955a53edbc2a001f0ea3ff
Notes:
  • For many experiences, sounds are more important than the visuals in selling the believability of the experience
  • Asset optimisation is crucial
  • The magic is not about the headset - it's about the worlds you create
  • Quality is first
  • Cristiano Ferriera - tools used in Oculus to evaluate performance evaluation

Pre-Production
  • Nail down ideation
  • Resources intended to use
  • Art references
  • Mind-mapping
  • Making forced connections - randomly pair nouns or adjectives http://creativityforyou.com/combomaker.html

How to find an audience for your idea
  • Passive experiences
  • Interactive experiences
  • Make the most of the technology you have
  • Make sure the interactions are solid and fun
  • Oculus rift want to feel immersed and in control
  • In-depth profiles on different types of gamers. 
  • Target audience questions. 1) What are some comparable blind experience games 2) What are some comparable blind experience games in VR? 3) What do they do well? 4) What do they do poorly? 5) What are they missing? Use this as an opportunity to learn and to set myself apart
  • Puzzle games that find creative solutions to common mechanics. E.g Shadowpoint a puzzle game developed by Coatsink. Occlusion tool waved in front of object.. Eyeglass object look through it and discover another world to discover shadow and light puzzles. This eyeglass can be pulled over the head and now the viewer is inside another world. 
  • To make a great VR app you need to be constantly playing in VR. 
  • Build out ideal user profile. Do a persona profile.
VR game development and prototyping

  • What will the player be doing in my game/experience?
  • How will they be doing it?
  • How does the player progress through the game?
  • How do they navigate - find clever ways to guide the user to points of interest
  • How is the narrative delivered 'text', 'voiceover', 'thought bubbles' or something else?
  • Play test them with interested external people
  • Play test walking through a grey space picking up audio logs.
  • Controls and movement - Call out which buttons do what -  Train the user like they've never been taught. Call out closed captions with pointers to fingers and controllers, help guide the user to the focus. Especially useful for new to VR players or non-gamers

  • Control options especially if players are left handed. Own mode, include toggle on and toggle off switch.
  • Benefit of teleportation is that it's comfortable. Consider teleportation fade to black.
  • Being clear on how to change comfort options is important. 
Building a game design document (GDD)
  • Get template from Unity resources
  • https://hacknplan.com/#features
Developing and prototyping

  • Test quick iterations at home and make notes.
  • Print transcripts, cut up and rearrange
  • Use real objects
  • Make objects behave differently
  • Acting things out using physical prototypes.
Management tools

  • Unity hub
  • Github
Production

First stages
  • First playable: bare-bones version of your game that features early versions of core mechanics (jumping, collecting, shooting, flying) and affordances (the form of something suggests it's function e.g a door with a handle. That's an affordance that suggests you should pull rather than push) that your player can navigate and interact with. An action that a person perceives is possible) that your player can interact and navigate with
  • The game is very limited visually. It's important to get the scale correct. Core mechanics are important here. Scaling unit 8
  • Interim builds prove out locomotion, comfort, interactions, art style and scale
  • Iteratively develop your game using feedback. 
  • Vertical slice - a portion of your game. Like a slice of cake
  • First vertical slice should represent character art and environmental art
  • Demonstrate all core aspects of gameplay and character interactions
  • Second vertical slice. Take feedback. Iterate. 
  • Define your USP early
  • Performance is extremely important. 90fps. Unit 8 and 9 for performance. Wider variety of external play testers. Start with target user and branch out. Unit 10 for testing. Maybe contact Lynn and Stuart at Abertay.
  • Production phases simple put are alpha, beta and master
Final stages

  • Alpha - content complete, core mechanics complete, core features complete, quality assurance testing
  • Beta build - content complete, feature complete, core art, mechanics, gameplay. Test and test again. Sign up sheets with things to improve.
  • Master build - completed as result of testing.
Distribution

  • Plan time to submit to the Oculus store
  • Tech review stage
  • Content review stage
  • Publishing review
  • Can take up to 2 weeks.
  • Need to meet the tech requirements.
  • Run game through VRC Validator for automated tests prior to submission
  • Set up event in VR dashboard



































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Dr Hannah Thompson, Royal Holloway University