Luminescence

Luminescence is a short android VR trial. I've partnered with Liminal to deliver a 2-3 minute awe experience for the player. The player opens their eyes in a dark cave that gets illuminated by glowing crystals surrounding them. After a few seconds the rocks and cave fade out and the player is warped to a starlight festival. The festival emits fireworks around the player, catching them in a moment of awe when they see it. Eventually the game will fade out and the experience ends. I worked together with a group of 5 (me included) to build this project in 11 weeks. We followed all of Liminal's guidelines to deliver the game on time in a working/polish state. If you want to learn more about the game and Liminal, check the link down below.

Each member had thei

The beginning

Each member had their own roles to fill. Nachiket was our main programmer, he compiled everything we built onto 1 file. Calvin was our lead director, the idea for the game came from him, he also built the fireworks that appear in the night sky. Geordie handled textures for water and built the fade for the rocks and crystals. Jaime lended a hand with programming problems and helped out with optimizing code. My own role in the project was to build the cave layout and decorate it. I started out with grey-blocking to establish the length, width and height of the cave. We oriented the size to match the player size. We didn't want the cave to be too big, but we also didn't want the player to feel claustrophobic. The rocks and crystals were borrowed from the Unity asset store and imported into the project. Me and my group members held meetings every week to discuss features and problems coming up in the project. We narrowed down issues and built the project to run at 60 fps.

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Challenges overcome

The amount of time we had to build the project wasn't our main concern. It came down to the hardware. The game had to run on an VR android device, it was out of date compared to the latest VR headset(s). Since the project needed to run at 60 fps and no lower, it became inherited to keep the scope of the project very low. This includes graphics and textures being set to low resolution, the duration needed to be short, and 3D assets required had to be limited. Another hardware issues was the current version of Unity. Liminal's software for porting projects to VR was out of date, the game can only be pushed on a older version of Unity (2019 to be exact). This means we won't have access to some of the latest features added in 2020. But we didn't give up. Each and every member put their time and effort into the project to achieve our guideline. In the future if we ever do something like this again, we hope we can build something with the latest technology available.

LiminalVR link

If you would like to learn more about LiminalVR and their games, check out the link posted here.

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Each member had thei
The amount of time w

Autres crédits

Nachiket
Geordie
Calvin
Jaime