I guess i’ll use this post as an excuse to let everyone know i’m now on instagram. Not sure if id post evrything from there to the blog or not. Definitely open to suggestions if you’d like to see more or less of something on either tumblr or insta. Maybe more non-gamedev stuff like sketchbook, interaction design, or some other shenanigans? @BlackBoxPixels
Prototyping interiors for Analog Strangers. Came up with this cool way of making them so you could see into buildings from any point of view (Really cool in the Oculus Rift I must say). I thought I was going to have to use some other more complicated method because I wasn’t getting shadows in my inside-out (flipped normals) building, but then realized all I needed to do was change the shader settings. *sigh of relief*
Some interior architecture sketches for Analog Strangers. Most likely going to be taking advantage of one sided geometry for a really cool (to me at least) way of looking at interior spaces with the Oculus Rift.
My Analog Strangers poster for the IxD sophomore show this year at CCA. #cca #ixd #vr
A few weeks ago, me and my fellow sophomore interaction design students had our sophomore show at CCA, where we got to display our work from the year. Here’s my section of the show and another student playing Analog Strangers on the Rift.
Screenshots from the software I’m using for Analog Strangers so far.
Photoshop for pixel art & animation,
GarageBand for music,
Blender for 3D modelling,
and everything gets put together in Unity 5.
Trying to figure out what to do about sprite resolution in Analog Strangers. I feel like the higher res feels better in vr, but I don’t see myself doing all the necessary animations at that high of a resolution considering I’d probably have to inbetween it for it to feel natural (but it’s not entirely out of the question). Considering low poly character models as a last resort. When designing it for 3rd person I just planned on using character portraits, but I think that’d be a bit awkward for 1st person. I also wanted to have a sort of close-up object examination mode, where you play with 3d models of the pixel art objects, but seeing them in 1st person makes that shift from 2d to 3d kind of strange.
Just had an incredibly surreal experience walking around Analog Strangers with the oculus rift right now. This seriously changes so much.