Virtually Live Demo

HTC Vive / Oculus

The Virtually Live platform enables anyone to experience live sports and events through VR. They use real-time data to transpose the action into a replica setting, which mimics the live game experience. I  was responsible for establishing the visual development pipeline for our internal art team as well as educate an external team on our process. I also coordinated with our outside client and set schedules to hit deliverables. 

Unreal

demo

 

Our final demo for Virtually Live was done in Unreal. The choice to switch to Unreal from Unity was due to the sheer size of the stadium and outside areas. With Unreal, we were able to lightmap the world by distributing the workload over our network. This enabled us to iterate quickly and deliver in a timely manner.

Unity 

demo

 

We initially used Unity for the demo so our client could use it's other studios to outsource any extra work. It turned out to be a problem when trying to lightmap big scenes.

Mocap data

 

We used mocap data to fill in any missing animations that were provided to us from our client. We were able to use a mocap facility close to us for one day. During the time we were there, we were able to capture 50 animations which would have taken months if animated by hand.

Characters

 

A small sample of custom player models that were used in the demo. A base model was created which allowed us to quickly create multiple players. We only had to swap out color maps and different skin tones to create all the different player types.

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Stadium

Environment

 

Since the client was unfamiliar with the development process, I created a document to better explain the pipeline of getting assets into the Unreal engine. A little more care needed to be taken into account since we were trying to push a lot of polygons in VR.

Valley/Warriors Demo

PC / HTC Vive

Prototyped early visual development with our internal art team. 

direction.modeling.texturing

This model was created to show the versatility of having a base mesh that could easily be upgraded and customized.

direction.modeling.texturing

This video was created to show an example of a VR tapletop version of our game.

direction.modeling.texturing

This model was created to show the versatility of having a base mesh that could easily be upgraded and customized.

original IP demo

PC/Console

Established and the visual development pipeline for internal art team.Coordinated with outside client to prototype look and feel.

Arnel Ramac 2018