


Patterns (VR 360 dome film & VIVE experience)
1st Role (VR 360 dome film @ La SAT) :
Real-time Vfx and asset Integration
Description :
Patterns is a horror and poetic immersive film that tells the story of a repressed past, emerging…
Walter (the main character) goes to an hypnosis session to investigate why he feels disconnected from his body. His spirit then dives into a mental journey to destroy the dark signs of his own past. What Walter finally discovers is a family secret under the form of a monster storming in the pipes of his ancestral home.
Directed by Pierre Friquet and loosely based on H.P. Lovecraft’s universe, the artwork will also be adapted as a virtual reality experience for the HTC Vive headset. It puts together 3D, videogrammetry and 360° video techniques.
links :
http://www.vice.com/fr_ca/read/patterns-une-therapie-de-famille-en-realite-virtuelle
Tasks :
Vfx:
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Light settings
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Camera effects
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Particle systems
Asset Integration:
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Integration of Matterport meshes (Photogrammetry)
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Integration of Depth Kit Characters (Videogrammetry)
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Integration of the Sats Camrig for 360 and adapting Camera effect
2nd Role (VIVE experience) :
Game Designer and Programmer
Description :
1st shot prototype of Patterns's adaptation to a Vive game. In this experience Walter(you) is journeying through his souvenirs looking for clues, struggling for understanding and facing denial.
Tasks :
Game Design/Level Design :
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Design a navigation system allowing the user to feel immerged into a larger scaled environment without taking off the interest of walking. Used the mouvement tracking technique "simple gain" and a linear point to point travel system.
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Design Walter's unique enemy, Denial. The design feature of the Vive I find most interesting is definetly position tracking. With it comes a very important design constraints, collisions and this enemy had to be a kind of blocker and not something you would run from. The way around was to represent "Denial" as an inverted mesh where you could stick your head and be completly cut off the outside world (just like a VR headset ;) ). Going inside this mesh stops your travels from one souvenir to another.
Programmer :
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Code the game design features