Skip to main content

Environment Research - Warehouse

For the first sprint, I worked on setting up the Github project with milestones, labels, and populating the board with upcoming tasks to complete. I started a basic structure for the proposal documents (due February 14th) consisting of the two parts: Design Document and User Interaction Specification.

I also did research on how real warehouse environments looked like, to start the design process for one of our two game locations. This would be where the user with the Finder role searches for the required parts (i.e. pieces of wood, screws, etc.).

Below are some reference images I looked at. It it still too be determined whether the warehouse will be well organized or have some degree of messiness, which would make it more challenging for the user to find items.

Image result for messy warehouseImage result for ikea warehouseImage result for ikea warehouseImage result for ikea warehouseImage result for messy warehouse

Something else to consider would be warehouse organization ideas, which is apparently a popular topic that kept popping up while I was doing research. I kept finding articles like the ones below:
Below is a preliminary sketch of what the floor plan could look like and a sample shelf organization. Maybe we could incorporate the use of common equipment found in a warehouse such as trolleys and lifts for lifting heavier objects?


At this early stage, we have yet to develop a specific art style to work towards. However, it should have some reference to realism especially considering our topic of furniture building. This would be something to discuss at our upcoming group meeting. We will also need to discuss more specifics about the project's technical requirements, features, and develop a milestones timetable.

Comments

Popular posts from this blog

Controllers and Game-state Management

The two issues I worked on this past week were getting game-pad controllers working with our project (~6 hours), and general work on the game-state systems to iron out some of the kinks and add some more functionality (~3-4 hours).  Unfortunately neither of these tasks proved 100% successful due to some set backs. The game-pad controllers are so close to working, movement and look controls are fully functional, but I cannot get the Super Hands components to pick up the button events from aframe-extras.  The easiest way to see this is by looking at some code: <!-- Camera --> <a -entity id= "rig" movement-controls position= "0 0 0" > <a -entity id= "camera" camera wasd-controls= "acceleration: 125" look-controls= "pointerLockEnabled:true" position= "0 1.6 0" capture-mouse st...

Sprint 4 - Alpha Presentation and Furniture

This week, the team presented our proposal for our project as well as demonstrated the alpha build. In its current state, the living room and warehouse environments are at their most primitive states and will be developed further over time. In future plans, I will have to redesign the living room to allocate more space to the user. It's currently too small and claustrophobic, which makes it difficult for a VR user to have enough building space. I spent the days prior to the presentation polishing the design comps then producing OBJ files of the environments to insert into A-Frame. I did this by going back and forth between a-frame and Maya and resizing the scene until it was the ideal size. This way, Mitchell is able to simply drag and drop the obj into the project without having to tweak the transformations (~5hrs). Table Model with UVs Chair Model with UVs Shelf Model with UVs After the presentations, I began working on modelling the 3 pieces of furniture that pl...

Sprint 2 - 3D Modelling the Environments

This week's focus has mainly been on writing the design document and preparing for the alpha prototype (~2hrs). A great majority of the written sections in our proposal is complete while a large chunk of graphics remains to be developed in the coming week. The sooner the design document is complete, the better of an idea we have in how the project will turn out in the end.  On my end, I am responsible for 3D modelling the environments that will be used in the alpha demo. These are also necessary for producing design comps. The environments will be very low poly environments using primitive shapes and basic forms to form the rooms, nothing too extravagant. Below are a few screenshots of the environments in their current state: Living Room (~3hrs) that will be played in VR and the Warehouse (~4hrs) on desktop; all modelled in Maya. Warehouse Back Side Warehouse Front Gate Warehouse Top-Down View Living Room Back View Living Room Front View Living Roo...