Tool: NVidia Canvas
3d/VR in-game skyboxes created through a combination of hand-painted environmental design using generative AI brushes.
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WIP surreal concept landscapes to realistic 8k-Quixel Megascan capability.
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Beta version of AI hand painting tool by NVidia called "CANVAS"
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Easy to bring into Unity for use in VR games and experiences.
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Pro: Great early application with a bright future.
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Cons: Visual scale is a difficult read
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Both: The generated "paint" is an easier learning curve though has little variety dot for dot, reference images and lighting are great changes to counter this current limit.
Tool: Gravity Sketch
Frisson ship concept 3d modeled entirely within a VR development environment.
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In-VR diagram or image reference wireframing using Gravity Sketch.
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Referenced ship components, changed geometry using Sub-D modeling process, created new player ships from existing asset.
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Use-case assets for Frisson's "infinite horizon mode" and online multiplayer (stretch goals).
Tool: OpenBrush, Unity, Adobe Premiere Pro
Frisson Main Title Screen Tests
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UI/UX tests, for player agency, main title screen visibility, and controller/touch/distance, placement, and interactivity.
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Tested variations running on Quest2 upscaled to 4128x2096 @ 120Hz via Cable and Air Link.
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Tested variations and native Quest 2 resolution and refresh.
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Iterated scene composition for particle count min-max, framerate, and system load under full immersion.
Tool: Particulate, Adobe Premiere Pro, ChatGPT
In-VR Development Feasibility and Interactive Splash Screen Prototype Testing
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META Rift and Quest 2 Marketplace Creative App deep dive and testing for full 100% in-VR feasibility testing.
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Designed a project plan to create a dynamic (motion by software), interactive (motion by player of dynamic aspects), splash screen to replace the static Neon Pomegranate logo currently used.
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Particulate is bound to headset environment and doesn't integrate with Unity. Contacted the developer for confirmation. ChatGPT provided scripts to bring animation anchors, particle systems, and audio integration.
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Next steps = Iterate based on results and re-test.
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Testing = failed. Full in-VR development is not yet feasible with current app selection on META Marketplace.
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Prototyping = Partial Success.
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Currently fails without Unity integration. Particle systems remain dynamic, but the interactivity and live audio-visual interactivity breaks when exported.
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Success in resulting dynamic particle system for use as a motion logo design for vr release version or webpages.
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Tool: OpenBrush
In-VR Mood & Color Tests
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Current bug with Quest 2 standalone version of OpenBrush. Captured screenshots, movie clips, and .gifs end up entirely black and unviewable.
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Created a crescent shaped scene, day and night temperatures and skyboxes through lighting colors and material selection.
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Used scene to test scene mood setting, environmental storytelling, cinematic narrative, etc.
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This store outlines:
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A distant quiet planets surface builds with a strange aura.
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Fire streaks from above, striking a lone monolith above a dark cave entrance
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The land begins to change.
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Radiates swirling light and energy.
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Left unresolved.
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