Tasks:

  • Floor Plan Art: 4h
  • Room Mockup in Unity: 3h
  • Meeting with Jaleese Blanding-Coates: 2h

Total Hours: 9h

FloorPlan

Positives: I have a much better grasp on what the room is going to look like at least from a top down perspective. The rest is still trapped in my brain, but this week I’d like to get some really basic doodles or Unity mock-ups of item placement. I want to avoid it feeling too claustrophobic, but also want it to feel fully lived in. I feel like there’s a fine line between the two I haven’t found yet. What I’ll need to keep in mind going forward is that anything placed in the scene will either need to be able to be interacted with, or have a good reason to remain bolted down. We also met with a grad student named Jaleese Blanding-Coates who is working on a VR museum recreation project. It was helpful to play through her experience and see/hear her problems and successes.

Dan the Experience

 

Negatives: I did not get to specific drawings of each of the wall modules, but I did get a floor plan done of the main 4 walls. I think I may build mock-ups of the walls in unity instead, just to see what it “feels” like in the room once I put the headset on.

Looking Ahead:

  • Continue populating the Unity mock-up scene
  • Begin modeling some basic assets?

Tasks:

  • Concept Art Meeting: 2h
  • Meeting with Dr. Frank Lee and Corey Arnold: 1h
  • Pillar Concepts: 4h
  • Room Concepts: 1h
  • Murder Board Concept: 1h
  • Added to Master Asset List: 2h

Total Hours: 11h

Positives: After having a good long discussion with the rest of the artists on the team about aesthetic, we found we all agreed on a futuristic but Gothic look for the game. A few Pinterest boards later and we all set off to do concept art for different things. I worked specifically on how to combine Gothic and Brutalist architecture designs by drawing pillars with different levels of accents and light paths.

 

Pillars

 

Next I drew some super basic layouts of the room we talked about, and how the wall modules will be able to switch places by sliding up or down. This will let us add walls if we have time to make more assets. I also sketched up a small bio room to show what a wall module would look like.

PillarsAndWalls

Negatives: We haven’t had a discussion about specific walls yet, so I wasn’t sure what exactly we wanted drawn up. In this next week I want to draw out in-depth concepts for each of the 4 walls and have a extensive drawing of the pentagonal room itself.

Looking Ahead:

  • Specified concept art for each of the walls
  • Detailed concept art of the pentagonal room