By creating the environment i have done, i hoped to present and portray a mixture of feelings; from fear, trapped, and a feeling of being lost and alone in a world with monsters.
I decided to place the player in a broken down looking shed facing a dimly lit corner, and at first they would think they are alone, but as they focus on the multiple scary sounds playing in the back and the ability to look around at your surroundings the player realizes he is not alone and there are scary things outside and they have their eyes on him.
At first i created and edited the shack to fit the idea i had in my head with the help of multiple prefabs of lamps and dim light bulbs
Then i decorated my platform with multiple scattered zombies,
I then included a night sky box with a cloudy atmosphere
Reflection/Evaluation: I really enjoyed playing around with Unity and the freedom you have with creating almost anything. I feel like this project, although very simple is something that I am happy about, although I feel like I have yet so many ideas to add such as weather (rain, blizzard, fog) and maybe a winter themed terrain with a campfire.
I want to make an environment that portrays fear; i feel like in VR environments fear is one of the strongest feelings that it could show since it shows a reality you are not familiar with and thus with the freedom of the digital world, so many things could be expressed.
Fear;
Something chasing you
Slenderman forest
Abandoned shack
Night time
Monsters
Alone
Scary sounds
Zombies
I want to work further on the zombies idea; inspired from the game Call Of Duty Black Ops Zombies.
I found so many helpful packages on the assist store that can complete the environment i have in my mind,
Packages;
Zombies
Shack
Night sky
Zombie sounds
Terrain
Fire
Rain
Fog
Winter terrain?
Rain sounds?
lamp
Its a bit hard finding the perfect lighting, on the zombies and the shack to make it visible and at the same time have it dark enough to add to the scary theme.
The package of zombies has animation embedded in it and i tweaked the animation of the zombie to what i feel to be most effective and suitable. I also included a zombie in the side mirror of the shack and behind the main zombie as well, this adds to the feeling of being surrounded and trapped
I found zombie sounds and i put it on loop as well
Hesitant with where to have the main camera begin facing, the zombie at the door or anywhere else in the shack and have the player discover the zombie at the door?
1.Project Description: describe the space you created and the identity you used to guide the design.
For my space that I created, I used several different external assets and Kaplan’s GRE words. I am interested in how VR can be utilized in improving educational learning, and thus I decided to play around with the space that I made in order to create a small prototype of how learning vocabulary can be made easier by placing various GRE words around the space, in accordance to their word groups.
For my space that I created, I used several different external assets and Kaplan’s GRE words. I am interested in how VR can be utilized in improving educational learning, and thus I decided to play around with the space that I made in order to create a small prototype of how learning vocabulary can be made easier by placing various GRE words around the space, in accordance to their word groups.
I decided to use the identity of “abandoned” in order to guide the design. I choose the colors, assets, and texture so that they match the “abandoned” identity. I chose buildings that had somewhat a mysterious feel, rather than any building with a majestic, luxurious-looking façade. In order to create the “abandoned” identity, I wanted to mix nature and human-built objects, and thus, I have placed various rocks and cliffs between the tower and the dome. This is because my image of “abandoned” is usually at the middle ground of nature and man-made, or perhaps, nature is gradually taking over the man-made objects because the objects have been left abandoned for a long period of time.
However, the sense of “abandoned” does not necessary mean that the place is completely dead. Therefore, I placed bushes that are being blown by the wind, and I made the sky color the typical sky color – nothing dark or grey.
2. Process and Implementation: discuss how you built the scene within the development environment and choices you made to stage the space for this particular mode of viewing.
What design decisions did you make to represent the identity (emotion, feeling, mood) and to aim toward the desired effect of it being an alternate world? What guided your composition of the areas in view and what effect were you hoping it might have on the viewer? Feel free to share images or sketches of visual inspiration or reference if you used them.
In order to express the identity of “abandoned” in my design, I decided to unify my scene with dark, gloomy colors for the man-made objects, such as the buildings, tower, and the dome. I accumulated textures that had mostly black, grey, and dark colors so in order to create a mysterious and lonely mood. Even for one building which has a light blue color, there is something about the ratchet texture that makes even the light blue color show its dark side.
I used the below images when brainstorming my idea.
Abandoned Image 1
Abandoned Image 2
I also chose GRE words which have negative connotations in order to match the identity and the mood of the alternative space that I created.
The following are the word groups that I chose to place in the space:
As much I want the user to understand and visually memorize the GRE words, I want the user to feel like they are in an abandoned town that is separated from the rest of the world. However, I did not want the user to feel as if they are in a fictional world, and thus I placed objects that are familiar in real life, yet with a feeling of far and distant.
3. Reflection/Evaluation: This should discuss your expectations and goals in the context of the what you felt was achieved with the finished piece.
In the beginning, I was going to compress different scenes with different moods which matched accordingly to the GRE word group. For example, for the GRE word group which roughly all meant “delighted,” I was going to create part of the scene which showed that mood. However, I realized that creating multiple scenes each with different moods was too complicated. Not only that, mixing moods in one space was not a good idea as it would confuse the user. Therefore, I decided to choose to the “abandoned” identity, and bring in various GRE words that had had negative and pessimistic connotations.
If I look at the scene that I have created from the scene view, it seems as if the space is small and enclosed. However, when looking from the actual game view, the scene seems as if it has so much to it. Therefore, I am quite satisfied with the scene that I have created because it fulfills the purpose of trying to help the user visually memorize the GRE words using location sensing.
I would say that one of the challenges I faced in this project was placing the GRE words in the optimal location. Because the GRE words are 2D, whereas everything else is 3D, I had to maneuver the GRE words in a way that they seem as if they are stuck to the building or the rock. It took a quite a bit of time to adjust each and every word because I was trying to place a 2D object with the 3D objects.
Welcome to Nerudia, a mystical land of trees, mountains, and all things mother nature!
demo videoNerudia at a glance
Projection Description:
Nerudia is a nature-filled land characterised by its tall hills, bountiful trees, plants and rocks. I’ve chosen “mystical” and “grandiose” as my main direction for the identity of Nerudia.
Process and Implementation:
Knowing that I wanted to create a grandiose effect with tall mountains and hills, I started playing with the terrain feature to experiment with different heights for the ground. I initially built mountains and trees all around but after quickly realizing not all this will be visible from a single point where I put the player, I redesigned it so that the tall hills are on one side. I ensured the other side is more sparsely packed with trees and with shorter ones as well, so as to emphasize the tall hills more and create a contrast between the two. Building contrasting materials is a design strategy that I’ve repeatedly used for this project – emphasizing something and making it pop out more by creating others that are unlike it.
To add to the grandiose component, I decided to add a Mother Tree for Nerudia – an evident landmark that is symbolic of the place. So I placed a giant tree on top of the mountain, so the player can look up from the ground and really feel the power of its size and elevation. Again to make the Mother Tree stand out more, I made sure all the other plants and trees were properly colored green. I also added a Directional Light that lights the hills up from the bottom to brighten up the hills and Mother Tree more.
view of Mother Tree from below
I also experimented with the color and texture of the mother tree leaves, and eventually went with a glass reflective material I found in the Asset Store. I also decided that color was key to tackling the “mystic” identity. To do this, I looked for various different textures that I could apply to the hills and mountains. I discovered a purple-blue-neon-colored stripes that added lava-like effect to the hills. I was careful not to overuse it and applied it only here and there to build up to the hills and the Mother Tree.
On the other side of the hills, I left the space less dense and only populated it with small plants so the player is not overwhelmed with too many materials around him/her. This relatively empty space was to create some breathing space for the land and the player. I also designed and made some stone-like structures to place around the ground. I also designed and made some stone-like structures to place around the ground.
Reflection/Evaluation:
I think Nerudia turned out quite well and I’m happy with its overall design and aesthetics. I’ve asked for feedback from my friends and they agreed that they felt the “grandiose and mystic” vibes from Nerudia. One friend even commented that she felt like “going on an adventure up the hills.” Designing a concept that suited the identity was central to my goals for this project so I was happy to hear that my friends agreed.
In the beginning, I was struggling with how to convey the “mystical” element because before adding the neon texture, it looked like a normal forest to me. Searching for an interesting texture really helped my concept and I think it played a big role in shaping the identity of Nerudia. Both the color scheme and the use of glass reflective material for the Mother Tree really defined the “alternative world” for me – something that we can identify as making sense but is different from the norm and what we expected. In other words, we would expect to see leaves on trees, but might not anticipate them being made of glass materials. Similiarly, we would expect to see mountains to be green in most cases, not some neon-colored stripes running down the hills.
My project inspiration comes partially from a show called the man in the high castle, and partially from real life. The show is set in a world where the Axis powers won world war 2. There was a scene from the show set in Berlin, where a Nazi commander was addressing people in a massive auditorium building, and that scene really gave me a feeling of grandeur. I looked into that building, and it turns out that it is a building that the Nazis have really planned to build in the centre of Berlin once they won the war. It is called the Volkshalle.
Here are the depictions of the building in the show, and the plans for it from real life:
The structure was supposed to be massive, at around 400m tall and with a diameter of the dome alone at 290m x 290m, intending to seat 150,000 people. I intend to simulate the feeling of standing on the podium.
I started with creating a cube as the building. However I quickly realized that the surfaces on the cube face only outwards, so you cannot display texture on the inside. So I decided to go with 6 planes instead. The dome and the stands, however, proved very difficult to replicate. so instead, I decided to recreate the feeling of the volkshalle rather than a direct re-build. I thought about what made https://www.youtube.com/watch?v=2akYIfxYbbE this scene so powerful. I determined that it was the scale of the building, the size of the crowd, the organized chants by the attendees, and the flags hung around.
I first created a simple but very large podium inside a massive hall. Then I added in some people using models from the asset store. However, a massive problem appeared. I needed a massive crowd, and the more people I added in, the more laggy the program got. It reached a point where even the macs in the classroom could not handle it, and would take 10 minutes to do even a simple operation. So I decided to use a rectangular prism instead of a model of a person to reduce the number of polygons Unity needs to render. This still caused some lag, however it was significantly less than with the people models, and I was able to create a larger crowd.
I then added in the flags. They are massive, with a logo on them. I did not want to use Nazi symbols, so I decided to go with the Abstergo logo instead, which is a very cult-like organization form the Assassin’s Creed games. The flags are just an image added onto a material, which is added onto planes.
I then added in audio. I decided to use the same chants used in the man in the high castle. I tried as much as I can to avoid Nazi symbols and phrases, however I could not find freely available audio that replicates the feeling I was going for more than that.
I wasn’t quite satisfied with the results, I needed to enhance the feeling of grandeur, so I added in statues. Next came what turned out to be one of the most unexpectedly time consuming tasks of this project, building the .apk and .app files. They took hours upon hours just to build. Nonetheless, here they are:
I created an upside-down living room, in which the effect of gravity still works and can be seen. The aspect of reality that I would like to address is that the gravity and orderliness in the real world have been taken for granted by us and viewing the exact same thing from two opposite perspectives can give audience a total different experience and knowledge of what’s existing around us. It’s also supposed to emphasis the sense of space and gravity – how does the world looks like with gravity when everything is upside-down?
The identity in the alternate reality: gravity, disorder, upside down, broken
Sketch
Final look
2. Process and Implementation:
During the project developing process I encountered some difficulties in terms of technical issues, how to achieve the gravity effect I want, and how to decide the best place to put the camera so the viewer will get the most out of my project etc. In the following I’ll highlight what made me choose the objects to represent my chosen identity, the reason behind my camera positioning and some processes of how I solved some problems.
The chandelier with chains falling on the ground
In order to embody the effect of gravity in this upside-down world, where the “ceiling” becomes the “floor” in this case, I played around with the chandelier with chains – in the normal discipline when it’s hanging the chain will be straight, but in this case it should be on the ground, which is obvious enough to show the viewer that the gravity does exist in this environment. In order to do that, I downloaded a chandelier prefab and break down the iron hoop on the chain one by one and reorganized them to make it looks like “staying on the ground”, as shown below:
Break down the iron hoop and reorganize it
Final look of chandelier on the ground
Break down the iron hoop and reorganize it
Finished single model
Final look of chandelier on the ground
The water pumping out of pipes – partical effect
The initial idea was to add the upside-down mug and the water drop coming out of the cup, but taking into consideration of the realness and the time for animation partical, it seems not realistic if there is water endlessly keep falling out of a mug, but the water falling is another obvious way to indicate gravity, so I changed it into water pumping out of the old broken pipes, which also cater the “broken” theme.
water pumping out of pipe – view from cameraPartical effect
The telephone with microphone falling on the ground
This came from my initial daft, because the microphone on the ground indicated it fells down from somewhere, and it leaves imagination for viewers to think what happened before in this room.
Messy floor resulted from things falling down: plants, broken wooden boxes, telephone
The design of this scene indicates the things falling down because of the gravity, it caters the broken and messy nature of chaotic upside-down, also leaves space for viewers to image what happened before here.
Camera positioning and the mirror
It took me a lot of time to decide where to put the camera so the viewer will see most of my design of the room while feel comfortable viewing around. I tried to put it in the middle of the room first, but it takes effort to have a clear view of what is right below or above you. Then I figured the best way to have a comprehensive view of a room is to view the room from a side perspective instead of being in the middle of it. So I moved the camera to a corner of the wall. Surprisingly I happen to placed it under the water falling effect, so when I looked up I feel the water is about to falling on my face! That was such a real experience, so I decided to keep the camera that way so when the viewer look up there will be this kind of “immersive” feeling. However, doing this means I give up the sight to the the pipe, because the viewer is right under it. Then I added a mirror which can actually reflect, I put the mirror across to where the camera is, so the viewer can just look ahead into the mirror and she/he will know what’s going on above him/her and why there’s water falling down. The mirror helped me solve the problem of lack of sight so I decide to just keep the camera in the corner.
Mirror reflecting the view above the viewer
Adjust the scale of texture
This is a difficulty I overcame with the help of Sarah. When I was doing the design of the overall layout of the room, I put wall paper and wooden floor to make it look more like a living room, however, when I applied those textures to the materials, it’s been stretched so much that it didn’t look real at all (shown as below). But later I solved it by changing the tiling parameters.
stretched texture
3. Reflection/Evaluation:
This project pretty much satisfied all the expectations I had before I started: in order to show the gravity effect and the sense of being upside-down, I made the partical water falling effect, I designed the chandelier with the chains falling on the ground, the upside-down photos on the wall etc. And during the process I added the mirror with actual reflection to tell the viewer what’s happening above you, since I placed the camera in a lower corner of a wall to make up the lack of light since it’s in a corner and achieve a better effect of immersion (viewer standing under the water fall and can see it falling down on you).
However the things I will consider to improve the project includes adding sounds effect, like the steel lander cover of the chandelier rolling on the ground, the sound of water pumping out of the pipe, and something hanging in the middle of the room and swing around to show the gravity etc. Overall I think I’m satisfied with this project and it achieved what I expected.
Color is an inherent part of some of our daily lives. It can add vibrance or even different moods – a bright yellow can inspire happiness whereas a dark blue can inspire sadness. With this environment, I wanted to explore how the absence of color could affect a mood. I created a forest with a completely desaturated sky and ground, making its identity one that is eerie and spooky.
Process and Implementation
I was initially inspired by the idea of a spooky forest when playing around with the tree building function of Nature Starter Kit 2 since the branches of the trees could be warped in a way that were windy and pointy.
When browsing pictures of spooky forest images, I noticed that a lot of these images were in black and white as if to enhance the creepy effect, hence inspiring me to create a black and white forest to add on to the eerie effect.
In terms of what to put into the actual environment, a lot of my implementation had to do with what I came across in the assets store. I wanted my environment to look a little more realistic, so I kept this in mind when browsing various packages.
The trickiest part was definitely getting the lighting right. I removed the directional light and added fog in order to give the illusion of nighttime, choosing a night setting because night is inherently more spooky than day. However, my biggest struggle was with the skybox. I would try out different materials with different combinations of tint and exposure in order to try and remove the color, however there always seemed to be a slight tinge of color. I eventually realized that I could just edit the saturation out of png images of the panels using a simple photo-editing website (Pixlr), and then place these edited panels into a new skybox material. This finally completely desaturated the sky and gave the effect I was going for.
Reflection/Evaluation
Overall, I think the eerie effect was accomplished because of the absence of most color and the choice to make it nighttime. However, I do think it’s possible that someone could be in this world and feel at peace rather than spooked out, depending on what their feelings towards nighttime forests are. If I were to build upon this, I think I would try and add some animations or sounds in order to enhance the spooky effect. For example, it would be cool to have wind whistling so that the user could perhaps feel “chilled,” and have some leaves rustle in the wind.
I’ve been having issues positioning the camera – no matter how much I change its position, it goes back to default when I press play in Game View.
After much experimentation and going back and forth, I realized there were a few causes for this, including having more than one camera and the fact that the player’s position can be moved around – this is essentially what you see when you hit play, not the position of the camera.
So after setting the position, I’ve been moving things around to make sure everything is visible from this single point.
I’ve added a new texture in the shade of purple, blue and white that runs all over the hilly terrain. It creates a lava-like effect and makes the mountains pop out more, thus adding more to the mystic atmosphere.
I’ve also built in a big tree on the top of the hills, which almost looks like a “mother tree” to this place. The leaves are light-reflective and very different from the other trees in the place.
top viewfront view
Things I need to keep in mind:
decide on the camera position and make sure the environment is fully visible from there (make sure nothing is hidden)
test run to see the VR space is working 360 degrees
For the first project, I bounced around two ideas. The first was a beach environment abstracted such that when you moved around in a circle from your vantage point you would see a change in the beach as a result of human activity, a gradual transformation. The second idea was a mystical forest, inspired by the Forbidden Forest. Perhaps because I watched Harry Potter over the weekend, I leaned towards the latter.
The Forbidden Forest in Harry Potter 2
Though I do have a bit of experience with Unity, I don’t feel very comfortable with lighting, fog, or aerial perspective. Since these are critical to creating mood and a sense of place, I hoped to specifically work on these aspects while making this project.
So far I’ve found some assets I really like from Fantasy Forest and I am experimenting with the color of the fog as I think that could make it more of an alternate reality by giving it a tinge of magic. I struggled a lot with making the trees have the scale that I wanted, but I realized that that had more to do with the perspective of the camera than the size of the trees themselves.
I’ve been messing around with the density of trees I put into the scene and the fog. The difficult thing about the fog is that it requires a precise density…too small and the fog will be barely there but even if you increase it just a bit, your scene will become consumed by fog.
I think the scene could do with a tad more fog, but this is about the tone I hope to convey. The blueish tint of the fog gives off an aura of mystery. I really hate the ground currently. Nothing I do looks natural! I’ve tried adding rocks and different textures to the ground, but it doesn’t help the trees fit into the ambience. I think I shall experiment with terrain to see if adding more levels makes the forest look better.
Actually, adding a different lightbox helped a bit. But definitely gave it a dark forest vibe.
Here I just increased the fog density by .01 and the difference is staggering.
Experimenting with a moonray directional light:
I had envisioned having a pond with mushrooms and magical fauna surrounding it. I wanted the mushrooms to glow, so I tried to add an emission to a new material but these made the mushrooms neon blue and far too bright. Thus, I adjusted the prefab by giving the shader a blueish color to give it a slight glow.
I think I will try to make a meditation forest now. I have a lot of trouble sleeping at night, so usually I end up listening to music to block out all the darting thoughts. But, my imagination usually tends to run wild all the same, so I wonder if having something visual to focus on would help me concentrate or sleep.
I think I shall keep my skybox and fog as is as I hope to still convey a nighttime ambience to remind myself of sleep. But, I now need elements that signal peace and tranquility to balance the darkness and barrenness of the trees. I did try putting leaves on many trees, but it didn’t support the aesthetic I was aiming for.
I experimented with a few things: waves, swaying flowers, mist, flying birds, and flying orbs of light. I wanted to keep my environment as uncluttered as possible, so I only chose my two favorites: the orbs and the waves.
With the orbs, I had to play around with the particle system to get the aesthetic I desired. Specifically, I played around the the color, the spread of the system, the size, speed, and direction of the individual particle, as well as the emission (glow).