Blog 11: Optimising Texture and polygon count
With the help of these tutorial videos, I was able to reduce the polycount and texture size so that when I build the APK, the file size will be small, and it also increases the frame rate.
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Blog 11: Optimising Texture and polygon count
With the help of these tutorial videos, I was able to reduce the polycount and texture size so that when I build the APK, the file size will be small, and it also increases the frame rate.
Blog 12: Try to fix apk build Issue
While I try to deploy the APK and test it, we can develop it says we need a newer version of the SDK. Tried changing the SDK version, and still we face the same issue.
Also we I tried to call some of the colleagues in the call and fix it. But it was unsuccessful.
Blog 13: Final Game Look Screenshots
The whole VR game came to life after the terrain, models, textures, and mechanics were finished in Unreal Engine.
In the finished version, the player explores the various temple regions and landscapes we designed as they move across the environment.
The objective is to locate the key, which is a bright cube concealed in the surroundings.
The cube is in the world and thrown into the cube hole (brick basket) by the player.
The game ends and this easy first level is over if the cube lands in the basket successfully.
Here are some screenshots showing how the environment and gameplay look together:
It made me feel proud of the project to see everything set up and functioning inside the VR reality, from the illuminating cube interactivity to the intricate temple buildings.
In virtual reality, the game mechanic felt rewarding and satisfying even though it was kept simple for the initial level.
Working with VR, modelling for real-time engines, texturing well, an above all the value of simple yet well executed gameplay in a VR experience are all skills I learned from this project.
Blog 14: Final Environment Look
After finishing all the components and putting them into the finished VR environment in Unreal Engine, I was able to witness everything come together, and I am quite pleased with the outcome. I became aware of the significance of maintaining consistency in the texturing, sculpting, and material selections from the start when I saw the statue, temple structures, and miniature demon sculpture in the finished setting. The overall structure, delicate details, and white stone material all matched the surrounding landscape, giving the setting a cohesive, organic appearance.
Here are a few screenshots from the final VR environment:
I'm proud of how much I learned and applied while working on this project, from modelling, retopology, UV unwrapping, and texturing to getting assets ready for a real-time virtual reality world. I believe that in addition to being strong on its own, my work blended in smoothly with the overall setting to give the gamer a seamless, engaging experience world.
Although I'm happy with the result, I'm aware that I can always do better and develop farther.
To improve my upcoming projects, I'm eager to acquire advanced modelling, texturing, and optimization techniques.
Blog 10: Change of Final Gameplay Idea
We initially set out to create a puzzle-based virtual reality (VR) game, where players would solve problems by interacting deeply with their surroundings.
However, through hands-on development and frequent VR testing, we realized that — especially for a first playable level — we needed something more tangible, accessible, and uncomplicated.
In the final version of our VR game, the gameplay revolves around simple exploration and object interaction:
The player freely roams and explores the environment we designed.
While exploring, they search for a glowing cube hidden somewhere within the area.
This glowing cube serves as the key to progress.
Once found, the player must throw the cube into a specially designed "cube hole" (a basket built from bricks).
Successfully throwing the cube into the basket marks the completion of the task, at which point the game stops.
This initial level is intentionally straightforward, helping players ease into the VR world and become comfortable with the movement and interaction mechanics.
Simplifying the gameplay into an exploration and toss mechanic made the VR experience feel far more natural and satisfying. It also taught us an important lesson: adapting gameplay based on player testing can lead to a much better experience than rigidly sticking to the original concept.
Blog 9: My assets in level.
Blog 8: Texturing the final output of the street lantern
I have completed my part in the main props my team need for this project. I have transferred my model to Bhanu for level design and temple assets to Setvin for the sculpting part.
Exported Texturing pack.
Blog 7: Street lantern modelling and Texturing
After I've UV unwrapped, it's time for texturing. Since I'm not good at using Substance Painter. I went through some of the tutorials.