Quantum Run Bristol Games Project Presentation

Post on 27-Jun-2015

174 views 0 download

Tags:

transcript

By Van DykeMatt Bessey, Bea Domenge, Joe Lewis,

Vlad Otrocol, Dan Bergmann, Callum Muir

Technical ChallengesAnd how we solved them.

Microsoft Kinect

• Mapped players position to in game avatars using own joint rotation algorithm.

• Created scalable streaming server for Kinect-Unity integration (multiple networked Kinects).

• Created a wide range of gesture recognition and linear mapping tools for user input.

Character & Set Design

• Designed and modeled all iconic content in game.

• Used existing models where appropriate.

• Created, document, and used a standardized process for all sections.

Animation & Production

• Unity does not support all Maya animation abilities.

• Professor cloth simulation.

• Kinect upper body & animation lower body.

Procedural Generation

• Each level run is never the same.

• Game potentially never ends.

• Stable memory usage.

• Player moved through the level with waypoints.

Group Process

• Regularly met in MVB.

• Fortnightly meetings with mentor.

• Version control through git.

• Task sync through Trello.

In Summary...

• Some interesting challenges.

• ... Some never before seen!

• One committed group with a diverse skill set.

• If we did it again? Much the same.