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BackgroundThis is a multiplayer cooperative experience built out for the Oculus Quest link. Our three man team used Unity HDRP, Maya, Substance, 3DS Max, and more to complete the project. Two players work together to control different parts of their robot to defend against an rogue AI robot within a destructible city.
MY CONTRIBUTIONS:
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3D ModelingModeled and Rigged user robot in Maya, textured in Substance Painter.
Modeled city and nature meshes using Maya and Zbrush. |
Optimization
One of my contributions revolved around making sure that this VR application ran well in a large scale destructible HDRP environment. The custom LOD scripts handles different level states (normal mesh, fractured mesh, destroyed mesh) based on proximity and whether or not it was interacted with. The particle manager script handles the maximum amount active rigidbody fractured meshes within a queue, while a pooling technique manages particle systems. I also worked on optimizing lighting within a scene, by using baked lights, light probes, and reflection probes whenever possible.
Environment Design
Below are examples of environments within our project. I managed the composition and lighting of all scenes.
Below are examples of low poly assets I created to contribute to the overall composition of our environments.
Procedural AnimationI worked on developing a procedural walk animation script by following a recently added procedural tutorial created by Unity Technologies. (1) Creating procedural walk movement | Prototype Series - YouTube
This procedural animation lets us only track the root position of the rig over the Photon multiplayer network, while any leg animations are automatically handled based on the speed and positioning of the root position. |