GAM710 wk7.1

Player Movement Sprint

The challenge that I have set for the week deals with evaluating user movement.  How the user moves through and interacts with the VR environment and how this affects comfort and engagement.  I will be gathering feedback from my students

For the sprint, I will use a simple unity environment and duplicate it, then implement teleportation and thumbstick walking in the two respective scenes for use with the new style of Oculus controllers. First, I’ll start by reading Oculus VR best practices documentation and additional resources on the use of movement types and then create the VR test environment. Finally, I’ll explore the two movement types inside VR using an Oculus Rift S.

The sprint goal is to understand how movement affects user engagement with how VR cameras and Asynchronous Spacewarp (Oculus Rift) affect user perception. It also looks at how quickly moving or rotating the horizon line, or large objects affect the player comfort. By importing the Unity Locomotion sample scene as the base environment, and it will be relatively easy to build out the test environment quickly. I have committed 8 hours to the project. I am assigning 4 hours to research and the initial scene buildout. An additional 2 hours to implement the movement control types in the duplicated scenes and finally, committing the final 2 hours to test and recording the results.

The projected 8 hours should be more than enough to accomplish the sprint goal. I have experience with controller mapping inside a unity scene and will not be using additional software or addons. The sprint will conclude after the testing phase, and the next steps are dependent upon reviewing the sprint outcomes.

trello board

Link to my Trello card: (Links to an external site.)

GAM710 wk7

This week was spent looking at the importance of Persona and why they are necessary and before diving in and developing.  Some things for guiding the persona where:

  • Who – the person using the app
  • Wants – how does this app beneficial to their life?
  • Discovery – how would they access this app?
  • Expectations

I hadn’t realized how important persona where in the success of an app and how they helped the development team make design decisions based on the user needs. Also, how important those stories were to the sprint process and keeping people focused on the needs of the target audience. I see how this could keep a project on track and help prevent feature creep that could waste time and money.

I didn’t have a personal project in mind when thinking about this assignment, but did have some ideas based on recent events at work dealing with students and SNS problems. Getting started, I put a real name to my persona and what they wanted to accomplish and what motivated them. I looked for a picture that went well with the persona I had outlined and that would provide an emotional pull for the team using it.

The persona is tied to the idea of SNS’s and the app I choose is  YouTube Kids (Links to an external site.)and focused on the idea of giving working parents ‘peace of mind’ when comes to their kids net viewing habits. Something that a majority of parents worry about and but unsure about their choices are in providing safe apps for their children to use.  A multitude of websites advise parents on responsible tech usage for children and Google’s YouTube Kids helps parents with age-appropriate video.   Google wants to “make it safer and simpler for kids to explore the world through online video”  and at the same time give parents  ” a whole suite of parental controls, so they can tailor the experience to their family’s needs.”

My persona is Lykke Li, a working mother worried about giving her children the freedom to watch YouTube but in a safe and controlled environment.


I also spent time reviewing Unit 8 again because I hadn’t put a lot of thought into gathering user research and the different qualitative methods used to gather users opinions about an app.  I going to take Erik Geelhoed’s advice and use interviewing as my main approach to recording and analysing people’s feedback. I teach at high school and the students always have an opinion on just about everything. So, when the time comes for testing my app, I have a ready group of testers.  This is something for a future sprint where I set aside some time and write out some simple questions and remember to keep them short and to the point. I will add this sprint idea to my Trello board for the future.


YouTubeKids  (persona PDF)

GAM710 wk6

 New Goal, Recent Work and Looking back

The unit 6 video with Rich Barham speaking on business plans and pitching really got me thinking about what kind of app I would like to make and how to go about presenting it. As of now, I know I’m looking to make an educational app using VR and at the moment it centered on the idea of creating a collaborative virtual work space where two students could work together fabricating 3D objects that could be saved out to a server and then printed on 3D printers. Inside the space students would be working with apps like, Tilt Brush, Medium and Blocks. After they would be able to save their work to a cloud space like Poly where they could download and print out their work on a local 3D printer or send it to a print service. This is a very rough idea that I have mentioned in our weekly meeting. The challenge going foreword is spent time flushing out the idea and then talking with friends for feedback before making a sprint goal for it.

Also, looking back on my latest sprint, VR movement using the VRTK framework, I able to accomplished two of the three goals (teleportation and object interaction) within the time frame I had set. The third goal of triggering sound effects remains unfinished. I tied sound to actions but was having an issue of syncing the audio to the event action. I will revisit using audio after I’ve had some time to dig a little deeper into how audio and audio effects work in Unity. Later, I can make interactions with audio effects part of a future sprint. Having a smooth integration between visual selection (when an object is selected) and an audio selection response to that interaction, will help reinforce immersion in the environment. The core issue I encountered audio was a lack of understand how audio in Unity really works. While adding ambient sounds to an environment was pretty straight forward, get audio events to trigger at a precise moments, was a bit more involved when I was trying to match animations to event triggers. I had looked at how people had implemented character interaction with game objects in RPG games and thought I could transfer something similar to a VR environment using hand controllers but that didn’t really work.

I am also thinking about how relevant have a deep understand of Unity audio is to my overall goals. This is quite similar to my experience with Maya. It is good to have a general understanding of the basic concepts but there wasn’t any need to be building my own characters when it would be more productive to contract that out and stay focused on my core goals. I’m thinking that contracting out the audio effects would let me spend more time working on the fundamental interactions.

Recently, I have been looking back on I’ve accomplished in the program for my week 6 video reflection. I started off the course with just the basic knowledge of Unity and realized that I would need to spend some serious time learning Unity because I  didn’t understand how to use assets correctly or what a prefab was. Also, I was bit clueless on using simple game object actions with scripts.

After our first app jam in week 3, I knew that I didn’t have the depth of knowledge I needed with Unity and some of the important addons its uses( Probuilder, Progrids, Maya integration, and VRTK).  I also wasn’t managing my time efficiently while learning and making. Going forward, I am studying Unity using Pluralsight and Lynda.  I am focused on just the fundamental training  courses and their examples without going off and exploring “too much.” To keep me on track, time management is the key, and I have set up a Trello board, also use a web app called Clockify to track my time. I’ve kept it to two-hour blocks in the evenings that can be increased on the weekend depending on other commitments. By the end of the week, my goal is to have finished a Pluralsight module and have spent time building a working example in Unity. Keeping a daily rhythm, setting deadlines with the Pluralsight modules, and keeping my timeline realistic will keep me motivated over the rest of the course. Learning to use the new concepts I’ve gained in the upcoming weeks has me excited.

GAM710 wk5.1

VRTK Sprint

I have been on track with my Unity studies using Trello. I am about to start a short sprint goal of testing what I’ve learned with VRTK. I have completed a few of the tutorial videos and have successfully installed the toolkit into an example project. The challenge now is to be able to repeat the process on a new project and then tie user interactions to my own assets rather than those used in the tutorial.

The sprint will have a time frame of one-week, with the total amount of time being 6 hours. This deadline for creating a simple working environment and importing the VRTK framework to the project is quite reasonable. The only issues I foresee at the moment is having to fine tune the VRTK components to get the assets to work correctly with the framework. First, I’ll need to clone VRTK into Unity from their github repository and then setup teleportation markers around the environment and test teleporting to them. After getting movement setup, I begin getting the controllers enabled and testing whether I can interact with objects. Having practiced with the examples, I expect these two goals to easily accomplished within the time frame I have set and  should a good challenge.  This sprint challenge is a test of what I have learned so far and a signal that  it’s time to push myself a bit harder with the Unity. I am keeping the task realistic because this approach works well for me and keeps me focused.

I set have planned to spend 9 hours split into three hour blocks during the week and have some free time on the weekend in case I have to move one of the three hour blocks to the weekend. This will be a one week sprint and I will post the sprint to my Trello board to keep track of my progress. The goal is to be able to build basic interactive environments without having to always reference my training materials which means being able to iterate quicker and start working on projects with more confidence. I believe that the goal is resonalbe and easily achiveable given the amount of time I have set for the project and my recent practice with using the toolkit. Also, the VRTK developers also have a very active Discord giving me an additional resource for help should I need it.

I will update this post with a picture from the finished sprint.






GAM710 wk5

Maya and Character Rigging

Spent the weekend doing some research after getting Maya installed and finishing a few of the tutorials. Its a really amazing what you can do with this and I’ve just scratched the surface. My goal is to get a basic understanding of the building a character and rigging it. I also installed Mudbox and was interested in how you export out the files as .fbx because the files in Mudbox save as .mud.  There are some tutorials with Mudbox on the sight but I think I will play with that another day. I am exploring Substance Alchemist which can extract textures form scans which is pretty cool. I need to stay focused and come back to the other Maya workflows later when I more time to dive in.

Working now on building a simple character and its going pretty well, just taking a bit of time with the back and forth of moving through the tutorials.

Update: When I started exploring Maya, I thought I could somehow find the time to learn but after working with it for a week or so realized that it was a lot harder to use than I imagined. I wasn’t able to translate the image I had in my mind’s eye into the character I created with Maya. Then something that I hadn’t realized until my adviser mentioned was that it would be better to contract out work like that, rather than to spend the time that I didn’t have and wasn’t contributing my core goal of making a virtual reality app. In hindsight, it was good to have gained a basic understanding of how Maya worked and general insight into how character movement works. Having this working knowledge provides an opportunity for team communication, but more importantly give me the knowledge needed to communicate the what I am looking for when contracting out Maya work from a freelancer.

GAM710 wk4

Looking Back / Time Management

Over the past few weeks I’ve finished a Unity fundamentals course, jumped into an App Jam and started studying C#. One of the most difficult things I have encountered is managing my time correctly while working on projects but also keeping up on other course studies while balancing that against real world commitments like work.

Going forward one of my SMART goals will be setting up a bi-weekly schedule for my C# and Unity studies using a Trello board that I have set up to track short sprints for the chapters in the Pluralsight courses on Unity and C#. The chapters are usually 2.5 hours of video, along with exercises for each video that take an hour to complete. The time frame for a chapter sprint is two weeks and gives me the time to also focus on the weekly units on Canvas. Being realistic in setting deadlines for the amount of course material that I have to study will allow me achieve my Pluralsight goals and keep me moving forward. The amount of material to covered will fluctuate depending outside commitments but as long I am realistic with time should not have a problem with reaching an intermediate level in both C# and Unity by mid-September 2019.  I have set aside two hours of daily study time and my present schedule this is quite doable but I will reviewing this on a weekly basis. Setting realistic goals means accepting changes need to be made to the schedule when other commitments attention.

My commitment to learning Unity will help with one of the biggest obstacles I faced with the App Jam, which was trying to get a working Unity app while learning to use the software itself. At this point after the experience, I feel a bit more confident going forward and pretty excited about using Unity. I have sat down and really looked back over how I spent my time during the App Jam,  being honest and asking myself “What did you really do?” I managed to put something together but it really seemed to happen at the eleventh hour or at least it felt that way. Not having a clear idea of what I needed to do and being able to assign a realistic amount to to getting it done, had me bouncing back and forth between different parts of my project and really using my time wisely. Now that I have a basic understanding of the software and what actually goes into make a basic project, I can better plan of time. I also believe that improving my Unity and C# studies will allow me to be more productive and I look forward to the next App Jam.