Archives For Vr

Hello VR fans,

In FATED we want players to be immersed in the world we created. We want them to feel connected to the characters they meet. To achieve this, we’re working with various animation techniques designed to make sure that our characters move and act in a realistic way.

As we stated earlier in the blog, we’re using motion capture for the character movements. When the character hops down from the chariot in the preview, we see how smoothly she moves even though it’s a pretty complicated movement. For facial expressions, we’re using Faceshift, a markerless motion capture software.

Finally, the hair and the other items are animated manually. We’re looking into other options to give the objects a more realistic feel by simulating the physics in Maya and baking it directly on the animated models.  

All three techniques are then combined in Unreal Engine 4.

What do you think? I think it’s going to look amazing!

Laurent Mercure / Community Manager / @laurentmercure

http://store.steampowered.com/app/302710/

This game has been out for a while but they recently added VR support. The experience is amazing and refreshing as it is not placing the player in first person but rather in a top-down view. It works pretty well. I’ll leave you with the impressions of GameMuscleVideos.

There is so much more to VR than first-person perspective.

Hello everyone,

This week, the team is a little bit swamped so we can’t go into the details of what we’re working on. On the programming side, we’re working on finalizing the demo we will be presenting to medias and potential partners at the SVVR Conference & Expo (Silicon Valley Virtual Reality) in May.


IMG_20150408_142023

Our upcoming demo will feature a complete chunk of the story, new animations as well as amazing new visual effects. We’re eager to find out what the VR savvy community at SVVR will think of FATED.

IMG_20150408_142048

On the art side, we’re working on several props that will come into play in the puzzle-solving part of the game.

Fated_props_puzzles

Please let us know if there are topics you would like us to cover in future entries.

Stay tuned to our Facebook and Twitter to catch all the updates on the development of FATED.

See you later!

Laurent Mercure / Community Manager / @laurentmercure

http://stv.re/chicken-walk/

The team got to try this silly demo this week. Taking the role of a chicken just living the chicken life sure is interesting. What struck us though was the clever use of what we call the “Virtual Nose”. By creating the impression that the player has a nose (or a beak in this case), you reduce the effects related to simulation sickness. As we discussed in one of our first entry, simulation sickness is something we need to eliminate as much as possible.

Ars technica explains that: “Offering a fixed object that doesn’t shift as you move around a virtual world has been shown to help anchor many VR users, reducing the apparent difference between visual and sensorimotor stimuli that can lead to simulation sickness.”

Try it out and tell us how you enjoy living as a chicken!