Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute

Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute

View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Interactive Cinema Daniel Bronson Driggs Worcester Polytechnic Institute Derek Alexander Johnson Worcester Polytechnic Institute Jacob Tyler Hawes Worcester Polytechnic Institute William Oliver Frick Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Driggs, D. B., Johnson, D. A., Hawes, J. T., & Frick, W. O. (2016). Interactive Cinema. Retrieved from https://digitalcommons.wpi.edu/ mqp-all/2707 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. MQP MBJ 1601 INTERACTIVE CINEMA A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Daniel Driggs William Frick Jacob Hawes Derek Johnson Benjamin Korza April 28, 2016 Advised by: Brian Moriarty, IMGD Professor of Practice Ralph Sutter, IMGD Visual Art Instructor Abstract The Piper is a first-person interactive cinema experience based on the legend of the Pied Piper. Set in medieval Germany, the player assumes the role of a child being lured away from the village of Hamelin under the vengeful spell of the Piper’s music. Our team consisted of two programmers, two artists, and a music/audio producer. This report discusses the design goals of The Piper, the methods by which it was developed, technical and aesthetic challenges that the project faced, and the team’s reflections on the development process and final product. Acknowledgments Our group would like sincerely thank the following individuals for their help and support throughout this project: ● Professor of Practice Brian Moriarty, Instructor Ralph Sutter, and IMGD graduate student Caitlin Malone for their guidance and input. ● Ichiro Lambe of Dejobaan Games for lending us his Oculus Development Kit. ● Michael Voorhis for setting up and running our Perforce server. ● Helen Lisanti for providing expert voice talent in a short timeframe. ● Dillon DeSimone for providing illustrations for the opening narration. Contents 1. Introduction ................................................................................................................................. 1 2. Background ................................................................................................................................. 1 2.1. Story summary ..................................................................................................................... 1 2.2. Experience goal .................................................................................................................... 2 3. Technical implementation ........................................................................................................... 2 3.1. Piper movement.................................................................................................................... 2 3.2. Child Movement ................................................................................................................... 3 3.3. Original flocking method ..................................................................................................... 4 3.4. Improved flocking method ................................................................................................... 5 3.5. Player movement .................................................................................................................. 5 3.6. Spatial hallways.................................................................................................................... 6 3.7. Player look detection ............................................................................................................ 8 3.8. Cinematics ............................................................................................................................ 8 3.9. Shaders ................................................................................................................................. 9 3.10. Menu system .................................................................................................................... 10 3.11. Quality Settings ................................................................................................................ 11 3.12. Metrics .............................................................................................................................. 11 4. Applications and tools............................................................................................................... 12 4.1. Team communication ......................................................................................................... 13 4.2. Source control .................................................................................................................... 13 4.4. Virtual reality integration ................................................................................................... 14 4.5. Maya tools .......................................................................................................................... 14 4.6. Miscellaneous tools ............................................................................................................ 14 5. Art implementation ................................................................................................................... 15 5.1. Historical art references ..................................................................................................... 16 5.2. Environment ....................................................................................................................... 17 5.2.1. Modular meshes ........................................................................................................... 17 5.2.2. Unique meshes ............................................................................................................. 19 5.2.3. Tileable textures .......................................................................................................... 20 5.2.4. Vegetation .................................................................................................................... 22 5.3. Characters ........................................................................................................................... 24 5.3.1. Meshes ............................................................................................................................. 24 5.3.2. Rigging ........................................................................................................................ 25 5.3.3. Animation .................................................................................................................... 26 5.3.4. Texturing ..................................................................................................................... 27 6. Music and audio ........................................................................................................................ 27 6.1. Sound Effects ..................................................................................................................... 29 6.2. Narration............................................................................................................................. 30 7. Project promotion 7.1. Web site .............................................................................................. 31 7.2. Twitter ................................................................................................................................ 31 8. Conclusion and recommendations ............................................................................................ 31 8.1. Scope .................................................................................................................................. 31 8.2. Wwise issues ...................................................................................................................... 32 8.3. Flute issues ......................................................................................................................... 33 8.4. Design issues ...................................................................................................................... 34 8.5. Integration and source control ............................................................................................ 35 8.6. Team motivation ................................................................................................................ 36 8.7. Team structure .................................................................................................................... 37 8.8. Engine issues ...................................................................................................................... 37 8.9. Flocking issues ................................................................................................................... 38 8.10. Pacing system issues .......................................................................................................

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