VRGO - Episode 6 - Going Gold

By - - Maya LT

Welcome to a new year! We're back with episode 6 of VRGO, the final episode for our VR Unity game project with Rocket 5 Studios. In this episode, we cover a lot of ground, but the final result of the game is fantastic. Rocket 5 has really knocked it out of the park. We hope you enjoy the latest episode.

VR Color Space

We’ve talked in past episodes a lot about the various challenges that a VR developer will need to figure out. Everything from having to take the headset on and off to test, to animation techniques when dealing with a VR controller. This week, when discussing the saturation of the game’s background elements, the issue of color adjustments came up.

It turns out, that getting the colors just right is not as cut and dry when developing VR content. In our case, Cathy, as the Art Director, would put the headset on, while Tim made adjustments to the content. Tim would tweak the material colors and lighting, and Cathy had to tell him what tweaks to make while wearing the headset. This is the result of the colors not matching up between a VR headset and what is seen on the monitor. Something to keep in mind.

Cathy mentioned it would be fun and effective if, in the future, game development tools allowed the artist to wear the headset and tweak things like this herself. It would certainly be more efficient.

Gimbal Lock

Another topic we discussed was gimbal lock. For those of you who are animators, this will likely already be a familiar topic. While gimbal lock is not a VR specific challenge to overcome, it is nonetheless true that VR has a slew of VR-specific challenges on top of all the normal game development challenges. Gimbal lock is one of those. Rather than go into detail of what gimbal lock is, there is a great YouTube video that explains it in detail here: https://www.youtube.com/watch?v=zc8b2Jo7mno

While this project is coming to an end, VRGO is just getting warmed up. We’ll be back in two weeks with a new show and new content for you to digest. The next series of shows will begin to cover the actual workflow and tutorials on how the game was built. We hope you will tune in and catch Matthew live for any questions.


Enjoy episode 6:

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