Date post: | 27-Jun-2015 |
Category: |
Documents |
Upload: | matt-bessey |
View: | 174 times |
Download: | 0 times |
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.