CAGD 495 - Sprint 1

 CAGD 495 - Sprint 1

MMEM Lab Safety

Production Process

The production process for this sprint has been vastly different from any other project I've worked on in the CAGD program. Most work I've done pertains to creating assets and production timelines for games. This production relates to creating a VR experience and aims to inform users of safe practices within Chico State engineering labs in Plumas Hall.

Our production timeline is much different than other groups in this course as, in order to complete the majority of work required, we needed to visit the labs to gather reference photos and videos. For this reason, this sprint was our slowest and will have the lowest amount of work completed.

Problems/Solutions

As mentioned before, we were delayed do to needing to get a walkthrough of the lab to get an idea of the scale of the project as well as the exact information the client wants communicated to users. This tour also allowed us to gather the information needed to create a list of assets and graybox, which as a 3D artist is a must have.

Work Assigned/Completed

We were all initially given the task of reading over the storyboard and safety guidelines sheet in order to familiarize ourselves with what's being asked of us. This allowed us to get a better understanding of what we needed for certain scenes in game as well as gave us design direction.

Something a bit more tangible on my behalf was taking photos and videos for reference to be used for asset creation and general reference. These will be instrumental in model creation as well as texturing.

Reference Photos of Plumas Hall


Another one of the tasks I was given was to create some UI wireframes to be used later on as reference. I started by creating a mood board which I wanted to keep the theme of the school website so that it seems familiar to students, the primary end users.

MMEM UI Mood Board


From there, I started on the wireframes. I researched a lot of pre-existing VR UI and found a few things in common: large text, large buttons, it should be positioned a good distance away from the player, flat displays seemed familiar to non-gamers, and that colors should contrast for easy readability. Using this information, I created the UI wireframes seen below. Some options may be added to the settings menu further into development if we find the need to.

Menu UI


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