MAJOR PROJECT: Awakened Shadows

 
28.8.2023 - 11.12.2023 (Week  1 - Week 16)

Loh Qiao Yin / 0348923 
Major Project/ Bachelor of Design in Creative Media / Taylor's University
Major Project
[Task 1: Design Proposition
]
[Task 2: Project Management]
[Task 3: Project Presentation]
[Task 4: Final Project]


INSTRUCTIONS

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TASK

TASK 1: Design Proposition

i) Milktea talk
This was our first proper discussion of collaborating together in Major Project. Jamie and I seemed to always add gasoline to each other's fire (in both good and bad situations). We also like to talk about overly ambitious stuff and syiok sendiri before getting a reality check. We were passionate in all the things Unreal Engine can do. So, we decided to be in this together. Before this meet-up, we have been grinding on our skills in Unreal Engine during the 2-month semester break. As much as we like dreaming big, we also understand that our goals can only be as big as our skills. 


Fig 2.1 Yapping in Gong Cha until the shop closes, 12 Sep 2024

ii) Miro, Discord meets, First crisis
We proceeded to bounce ideas on Miro, searching for blueprint tutorials to make sure our ideas existed and were executable. I was looking forward to getting the first reality-check slap on our plan because we need to figure out what a realistic workload for our project is. We bombarded Ms Anis with our Miro board during the first class and got a few useful pointers to adjust our direction. We then consulted with Mr Rafiz the next day to understand the technicalities and limitations. After a discussion with Mr Rafiz, Jamie and I realised we are not fond of the idea of creating a conventional video game with words, the ones that might look like a virtual museum tour. We decided to redirect our purpose. I am glad that we figured out the exact thing we did not want in an early stage. One thing that stuck with us from the discussion is that we will fully focus on VR platform because firstly it is easy to impress currently, secondly, if it fails, everything that was created can be easily migrated to PC platform as mentioned by Mr Rafiz.


Fig 2.2 Miro board progress, 12 Sep 2024

The boards on Miro include:
- Visual references from Pinterest and XiaoHongShu
- Tutorial videos on Unreal Engine blueprints
- Chinese Opera background research
- Self-motivational quotes
- Random idea dumps

We know our subject is Chinese Opera and we must solidify the main storyline before diving too deep into the execution. No matter the execution, the aspects that will definitely be there are the storyline, 3D models and animation. In Week 2, our story direction is approved by Ms Anis but the user flow in the environment and the space design must be greatly reworked after a consultation with Mr Kannan. The more consultation we got, the more problems we spotted. It is very nerve-wracking as our realistic goal is straying further and further away from our ambitious goal.

iii) First Sketch
There was still too much uncertainty revolving around the execution aspect of our project but I knew we had to start iterating with sketches as it is already Week 3. Even though it felt like going in blind, it was time to get constructive feedback on the sketches rather than on theoretical ideas and reference pictures. 


Fig 2.3 Concept sketch 1, 15 Sep 2024

Fig 2.4 Concept sketch 2, 15 Sep 2024

TASK 2: Project Management

i) VR Turning Its Back on Us
In Week 5, with more and more problems occurring with the Oculus Quest headset, we decided to stop prioritising a huge chunk of time on testing blueprint interactions and instead, focus on 3D modelling and animation. Mr Kannan foresees the problem we are setting up for ourselves if we keep on insisting on troubleshooting VR stuff and told us to completely ditch using VR, and instead, use First Person View or Third Person View. Even though I nodded in agreement, I actually felt quite sad, I looked at Jamie and she seemed to be fine with it...... and lmao after that we found out both of us were just hiding our expressions well because she misunderstood that I was okay too, when we both were actually quite sad about it HAHA. Anyways, we formed a plan to build an environment complete with 3D assets and animations, then throw another shot at borrowing Meta Quest 2/3 from Vortex Lab, import VR settings and build blueprint interactions.


Fig 3.1 VR connection problem to PC, 1 Oct 2024

ii) Topology, Topologee, Topologeez

Week 6

I started grinding on concept art sketches and 3D modelling. It took me 5-6 hours per small asset because I was setting up a good topology as I modelled. Besides, I am also practising good UV unwrapping by maximising the grid space and straightening the UV faces that are possible to do so.


Fig 3.2 Progress in Blender, 1 Nov 2024

Fig 3.3 Topology fix (Left has floating vertices, Right is corrected), 1 Nov 2024

Fig 3.4 A good guide for simplifying topology, 1 Nov 2024

Fig 3.5 Timelapse of UV unwrapping in Blender, 1 Nov 2024

Fig 3.6 Material test with edgewear mask in Substance Painter, 1 Nov 2024

iii) Proposal slide

Week 7

Our story idea was approved by Ms Anis during Week 2. However, the purpose of the interactions in each space of our virtual world still needs to be improved. Also, Mr Kamal advised us to think of the selling point of using VR. Why are we using VR when a normal first-person pov on the laptop would work. Thus, Jamie and I understood the importance of selling the experience and creating a virtual world that physically cannot be fully appreciated through a laptop screen. We then worked hard to solidify and polish our rationale for the proposal slides. It is never easy work for us when it comes to designing slides -- graphic design, our nightmare.

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Fig 4.1 Proposal Slides Deck, 8 Nov 2024

iv) 3D Printing For Funsies
Separated the parts and attached pegs/ holes using Boolean tool in Blender.


Fig 4.2 Separated mascot parts in Blender, 1 Dec 2024

Fig 4.2 Visualisation of 3D printed mascot, 1 Dec 2024

Fig 4.3 Timelapse of assembling 3D printed sculptures, 1 Dec 2024

Fig 4.4  Baby mascot & mami mascot, 1 Dec 2024

v) Merchandise
Besides creating a major project that is beneficial for our portfolio, we also wanted to encourage the public visitors to interact with our project, which has been one of the initial plans from the start, to have something that is interactive and attracts people. 

Thus, we plan to give out freebies which are glossy stickers to the ones who try out either the First Person Game or the VR experience. There will also be smaller stickers for those who enjoy looking at our project idea without trying out the games, just in case they have motion sickness.


Fig 5.1 Stickers design, 30 Dec 2024

Fig 5.2 Stickers design, 30 Dec 2024

The seller recommended by my friend - Prints Buddy on Shopee sells the stickers in A3 or A4 paper size, which means you can choose to fit as many stickers as you hope within the chosen paper size. Then, I was required to submit two types of files: print file and cut file (the black silhouettes where the die cut is done).

Fig 5.3 Print file and cut file, 1 Jan 2025

Fig 5.4 Printed stickers, 1 Jan 2025

vi) Play Testing
There were remarks of not knowing what to do, thus, we implemented visual cues on interactable objects in the final First Person Game. There are also mentions of motion sickness (including myself) but the best I can do is slow down the camera movement speed and create a 'smoothen' effect for the head motion.

Fig 6.1 Last VR playtest video before being scrapped off, 13 Jan 2025

Fig 6.2 Trolling by standing on a floating lantern, 13 Jan 2025

Fig 6.3 Testing collision on the fallen masks, 13 Jan 2025

Fig 6.4 Testing a responsive platform with lights, 13 Jan 2025

vii) Executions, Trial & Errors,  Eureka
Enjoy the 100 pages of slides documenting both creative and technical logs in the submission section and Final Presentation Slides (pg 3). These are the equivalent of very precious passed-down treasures to me, except, I'm the one passing them down to my future self for reference.

Fig 7.1 Screenshot from personal technical log, 13 Jan 2025

viii) Key Takeaways
What I think contributed to the success of our project, but again, different projects require different needs, so do whatever works the best while having fun in the process :)

1) Quickly iterate
This means blocking out your 3D models as EARLY as possible in the context you wish to present in (in our case, Unreal Engine). We did this even when we were unsure about how our world would look, but that's the point of quick iteration, to make mistakes early, find flaws, and find out what will work well. Before we had a solid concept art, this helped us to get a sense of scale and the big picture. It helped a lot in brainstorming for concept art and designing level interactions in our case. But most importantly, it prevented us from floating in theoretical ideas for too long and having nothing to show during weekly progress.

2) Optimisation always in mind
I like highly detailed stuff, they're cool. But I understand in the context of game, or any real-time rendering, optimisation cannot be ignored. Besides, it is one of the basic skills for 3D artists as that is my career path.

Thus, I was in charge of optimisation from the start to make sure everything could run as smoothly as possible such as: 

- Reducing polygon count of 3D models by baking high poly to low poly in Substance Painter (yes, that means retopology has to be done in every single asset, I did 17 of them, it gets faster and faster the more you do it, trust me)
- Using ORM textures for 3D models
- Reducing the size of texture maps strategically in Unreal Engine
- Evaluating the texture stats in Unreal Engine
- Using level streaming in Unreal Engine

3) Stay organised
We had to work with so many aspects of the project such as 3D assets, animation, vector patterns, UI, sketches etc. We do not want confusion to happen and have trouble finding our files, it kills precious time. Take the time to categorise your files and name them well as it pays off. Not only while working on the project itself but also when you have to create your portfolio after the project ends.

4) Stick to the project management document
I get that people joke a lot about how it is abandoned and only filled in the day before submission, but on a serious note, utilise it by setting your weekly goals + weekly task completion. Plan it well and stick to it as best as you can, you got this :) It is just a simple step, but I think it wired our brain into a mode where 'I have to get things done, and I feel satisfied for getting it done'. For me, procrastination comes from fear, unclear goals and lack of reassurance, thus I think this helped maintain my motivation.

5) Back up your files !!! 
Because what if you suddenly drop your laptop into Taylor's Campus lake? Accident happens. You do not want to lose your sanity and weeks of work progress. I re-upload my working files almost every single night to Google Drive after working on them. It is not troublesome if you make it a habit. I ain't risking my sanity. I heard therapy is very expensive, it costs a lot more than a Google Drive storage subscription.

TASK 3: Project Presentation

Week 16
4 months of work...? That's crazy... but we are still not done yet with the First Person View. What about VR you were asking? The development was too complex (constraints on troubleshooting + lack of troubleshooting forums). I felt like my acne cleared when we switched to developing for First Person View. However, miraculously I still managed to complete a VR version of Awakened Shadows, but it is a fully pre-animated tour without interactions.

Try Awakened Shadows on PC here
Click Here

Gameplay Walkthrough
The sequence of the player triggering the interaction is important so as to not break the mascot animation sequence. It is a game design flaw from our side that we hope to improve if more time is given.

Fig 8.1 Walkthrough video, 13 Jan 2025

Final Presentation Slides

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Fig 8.2 Final presentation slides, 13 Jan 2025

Canva Public View for animations:
Click Here

Call Sheet

Fig 8.3 Awakened Shadows call sheet, 13 Jan 2025

Art Poster
Fig 8.4 Awakened Shadows art poster, 13 Jan 2025


Exhibition Day
We actually only managed to 'complete' Awakened Shadow enough to qualify as a prototype the night before exhibition day, wow, so thrilling. Also, 2 hours after completing it, I accidentally deleted a chunk of our world. Unable to restore it, I had a full-blown panic attack mental meltdown while asking for help from our Unreal Engine sifu tutor, Wak, then with his help, it was restored, wow, so thrilling. 


Fig 8.5 Playtest visitors, 20 Jan 25

Future Improvements
Based on our observations and also direct feedback from our visitors or industry game developers, there are numerous aspects of improvement to be made. Most of it was definitely a part of our plan if time permits, but we are still very grateful for the constructive feedback.

-Include subtitles from the mascot dialogue
-Clearer visual cues on the direction to look at and interact.
For example: some users missed out looking at Jing and Chou in Platform 2. In Platform 03, some don't know that they should be looking at the poem lighting up in sequence. In the last mask switch interaction, some don't know they should be pressing 'E' repeatedly
-Improve mascot pop-out speed when sequences are triggered, some players were shocked
-Mascot can look friendlier
-Audio direction can be improved, as in when the mascot is talking, the main audio should come from the front and not just spatial audio 'everywhere'
-Have a stronger purpose/ clearer end goal/ milestone progress for the user as some felt like they are just wandering around
-Animation of Sheng. Dan, Jing and Chou are praised by many, as well as the textures 


REFLECTION

It is a major project consisting of two members, but the people involved are way more than that. We've been lucky enough to exchange opinions, receive valuable feedback and even technical tutoring on our work throughout these 4 months. The 'textbook answer' of technical lessons and observations learned in this project can be found in the personal technical log, thus the reflection here would be a personal one.

Firstly, this is the riskiest assignment project I have ever done. What do I mean by that? In all of the projects I have completed previously, I was able to visualise their final outcome in the first week of starting the project, this gives me a sense of reassurance that I can complete it. I would scrap every single idea that I cannot visualise the final outcome of, and go with the one I can. This major project, I couldn't visualise the final outcome of, yet I decided to take a leap of faith because I was tired of playing safe, because this would be the last project I have a safety net, and because I was doing this with Jamie. And yes it was incredibly scary only seeing the path in front with each step I took. Imagine doing this repeatedly until we really reach the end of the project. 

The mood swing was insane with highs and lows going on, I felt like my brain was breaking apart, and I was disappointed with how bad my health constantly deteriorated 2 months into the project despite sleeping enough. It really shows that achieving good stress management is difficult and I still have a long way to go. However, I am also glad that I got to fulfil my bucket list of creating a gamified experience, just did not expect to do it for my major project this soon. I am also beyond happy to be able to confidently put Unreal Engine in my portfolio showcase as that was my goal before graduating.

Secondly, there are many people who I must sincerely thank. Thank you to Mr Kannan throughout these 2 years for guiding me in Entertainment Design, and encouraging my passion to go for Unreal Engine. Despite looking very half-alive, he still shows up for us during the consultation to make sure we are really doing okay in the project, his effort just makes us speechless. Secondly, thank you to Ms Anis for providing different perspectives on how we can expand our project as well as pinpointing possible flaws in the concept before we create dead-ends for ourselves. Thirdly, thank you to Mr Kamal for the consultations on animations and interactions, reminding us to sell the experience and not just merely focus on technical executions. Fourthly, thank you to Mr John, the director from Vortex Lab for agreeing to listen to our pitch decks and providing valuable insights on creating an immersive VR experience as well as numerous great constructive feedback that we did implement into our virtual world afterwards. Fifthly, thank you to Cliffton for liaisoning the VR headset loan with us throughout these 10 weeks of project execution, and even helping us to talk to the director, allowing us to borrow it for 2 weeks consecutively leading up to our FYE. We genuinely appreciate your effort from the bottom of our hearts, like WOW. Lastly, thank you so much to Wak, Jamie's ex-colleague, for being such a great Unreal Engine tutor to us throughout this whole project, for listening to our technical problems, guiding us, and teaching us the solutions to our experimentations. Lucky is really an understatement for us crossing paths in this major project.

And of course, thank you to my group partner, Jamie for being my courage to kickstart this insane unrealistic project. Thank you for sticking through the Unreal Engine tantrums and the gut issues we weirdly share. Despite Design Portfolio trying to steal you away from our Major Project, you still tried your best to come back in the end half-alive too HAHAHA. It has been a really crazy ride to end our last uni project with a bang. I might have gone into Major Project alone as an individual project but it is great that we met and the opposite turned out. Passionately dumb meets passionately dumb indeed.

All in all, there are just no adjectives that can be used to describe how grateful and how full my heart is after this major project. I have learned so much from my mistakes and others' accomplishments, that I will forever cherish them and carry this new wisdom into my next passion project. I hope this is not the end, it is just a start, cheers to more creations, always create from your heart. 

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