VR Experience

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VR Experience
12th October 2015 The HUB Studio
The HUB Studio is working for design and test the related product about VR helmet. Basically, their work includes two parts, the 3D model design and sound design.
Firstly, Wesley Heard, introduce the landscape design by 3D Max. he designs a 3D environment which can be used in VR devices for testing and real game. The environment settings are important to offer audience a real feeling. Every individual stuff or furniture in the landscape is moveable.
Secondly, the sound design is exciting. theoretically, sound designer dedicates to offer audience a real sound environment. they use professional audio devices to collect sound in real environment and then edit them via professional audio software. designers add different effectiveness on the original sound. Hence, the audience can feel the different environment just by audio. they use the working theories of human’s ear, like a sonar.
Finally, we have chance to experience the Oculus Rift, the latest VR glasses product. We experienced several different types of demo which produced by HUB Studio, such as: games, 3D animation and painting software. All of these experience are fist time for me and it is really exciting and inspiring for my own creative idea.
Lab Visit 05: Virtual Reality Part 2
On October 12th we had the second part of our Virtual Reality lab visit. We went to visit HUB Studio on QUT Kelvin Grove to experience Oculus Rift Virtual Reality Worlds.
Wesley Heard, an Honours student who works as a VR Artist at HUB Studio, showed us how he used 3D Max and Unreal Engine interface to creates 3D objects and places to be used for VR. Then some of us got to try a real Oculus Rift VR World experience. Wearing both glasses and headphones you feel like you are in a totally different world! It was a really exciting experience!
Nathan Corporal, an Hornour student who works as a Sound Designer at HUB Studio, showed us how he used software as Reaper and FMOD to edit sound for VR. I got to experience how he was able to control the sound so it felt like it came from the left side, the right side, behind you or in front of you.
Blind Faith
Blind Faith is an experiment in rapid game production, focused on balancing high narrative agency for effective player immersion with high narrative agency and effective player immersion with low resource requirements for feasible production.
...a 2D side scrolling, point and click adventure where the player assumes the role of Nina Renner, a young systems analyst. The game is set in the year 2029, during an era in which the afterlife has undergone privatization by an ominous corporation named, “The Company”.
... inspired by works like Gone Home and The Silent Age and anything by Telltale Games!
This project was led by Vidhi Shah, an Honours student with HUB Studio and QUT.
Mentors
Don Kirkland, John Passfield, Dan Vogt, Deb Polson and Peter Laurie
Facebook Photoset
Powers Above
A project focused on the experimental use of Motion Capture technologies for game character development in 'epic' game environments.
This team is led by PhD students and relies on the contributions of undergraduate art, animation and design students.
Commenced in 2014, this project will continue into 2015 and 2016.
Facebook Photoset
Silent Grove
Planned release on the AppStore and in GooglePlay in January 2015!!!
Take a journey through a mysterious, ominous world as a defenseless but brave paper plane. You will glide and spin your way through strange shadowy creatures to delve deep into the thicket of this forsaken forest.
Brief
Create a simple yet engaging game inspired by an existing Right Pedal Games, Tail Drift.
Industry Partners
Right Pedal Studios and River City Labs
Mentors
John Passfield, Dan Vogt, Deb Polson, Cameron Owen, James Bowling and Peter Laurie
Facebook Photoset
Scuttled
A mobile game made by a team at HUB Studios in 2014. Planned release on the AppStore in March 2015!!!
"After an epic battle, the Pirate Bunnies are in trouble! Help us save these brave heroes by throwing them to safety! Be careful though, these Pirates don't know how to swim and their greatest enemy is fire - and don't make any mistakes or they'll never trust you again!"
Brief
Design and develop a game played on a single screen only
Industry Partners
Right Pedal Studios and River City Labs
Mentors
John Passfield, Steve Baxter, Deb Polson and Peter Laurie
Facebook Photoset
29-08-14
Silent Grove Public Testing Day
“Take a journey on your phone through a mysterious, ominous world as a defenceless but brave paper plane.
You need to glide and spin your way through strange, shadowy creatures to delve deep into the thicket of this forsaken forest.”
What a crazy and fulfilling day!
Spent the afternoon at River City Labs with Right Pedal Studios and testers of all ages trying out our game “Silent Grove” for the very first time.
Much pizza was eaten.
Spent most of the time handing around the iPads, gauging reactions through observational testing at first then asked a series of questions about the aesthetic, gameplay and overall feel then got players to draw monsters they thought should be in the game.
Lots of feedback and plenty of work to do in the coming weeks, can’t wait for the next session! The team did so well and everyone got involved in the testing process, questioning players, seeing their reactions and having players draw their own monsters for the game!
Such a great experience.